forked from len0rd/rockbox
Brickmania: Try to clean up some of the paddle collision code and add comments. Gameplay should be the same.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@22523 a1c6a512-1295-4272-9138-f99709370657
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bd946c255d
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1 changed files with 125 additions and 108 deletions
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@ -576,7 +576,13 @@ enum difficulty_options {
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int pad_pos_x;
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int life;
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enum { ST_READY, ST_START, ST_PAUSE } game_state = ST_READY;
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int pad_type;
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enum {
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normal = 0,
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sticky = 1,
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shooter = 2
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} pad_type;
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int score=0,vscore=0;
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bool flip_sides=false;
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int level=0;
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@ -599,8 +605,10 @@ typedef struct cube {
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cube brick[80];
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typedef struct balls {
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/* pos_x and y store the current position of the ball */
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int pos_x;
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int pos_y;
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/* x and y store the current speed of the ball */
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int y;
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int tempy;
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int x;
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@ -645,7 +653,7 @@ static void brickmania_init_game(int new_game)
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used_balls=1;
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game_state=ST_READY;
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pad_type=0;
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pad_type = normal;
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pad_width=PAD_WIDTH;
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flip_sides=false;
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num_count=10;
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@ -925,23 +933,6 @@ static int brickmania_menu(void)
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}
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}
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static int brickmania_pad_check(int ballxc, int mode, int pon ,int ballnum)
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{
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/* pon: positive(1) or negative(0) */
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if (mode==0) {
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if (pon == 0)
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return -ballxc;
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else
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return ballxc;
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} else {
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if (ball[ballnum].x > 0)
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return ballxc;
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else
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return ballxc*-1;
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}
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}
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static int brickmania_fire_space(void)
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{
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int t;
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@ -1091,17 +1082,17 @@ static int brickmania_game_loop(void)
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break;
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case 2:
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score+=34;
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pad_type=1;
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pad_type = sticky;
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break;
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case 3:
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score+=47;
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pad_type=2;
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pad_type = shooter;
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for(k=0;k<used_balls;k++)
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ball[k].glue=false;
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break;
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case 4:
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score+=23;
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pad_type=0;
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pad_type = normal;
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for(k=0;k<used_balls;k++)
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ball[k].glue=false;
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flip_sides=false;
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@ -1158,7 +1149,7 @@ static int brickmania_game_loop(void)
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brickx=LEFTMARGIN+j*BRICK_WIDTH;
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bricky=TOPMARGIN+i*BRICK_HEIGHT;
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if (pad_type==2) {
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if (pad_type == shooter) {
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for (k=0;k<30;k++) {
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if (fire[k].top+7>0) {
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if (brick[i*10+j].used==1 &&
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@ -1357,31 +1348,50 @@ static int brickmania_game_loop(void)
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0,pad_type*PAD_HEIGHT,pad_width,
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pad_pos_x, PAD_POS_Y, pad_width, PAD_HEIGHT);
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if (game_state!=ST_PAUSE) {
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for(k=0;k<used_balls;k++) {
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if ((ball[k].pos_x >= pad_pos_x &&
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ball[k].pos_x <= pad_pos_x+pad_width) &&
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(PAD_POS_Y-4<ball[k].pos_y+BALL &&
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PAD_POS_Y>ball[k].pos_y+BALL) && (ball[k].y >0))
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/* If the game is not paused continue */
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if (game_state!=ST_PAUSE)
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{
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/* Loop through all of the balls in play */
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for(k=0;k<used_balls;k++)
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{
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if ( (ball[k].pos_x >= pad_pos_x &&
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ball[k].pos_x <= pad_pos_x+pad_width) &&
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(PAD_POS_Y-4<ball[k].pos_y+BALL &&
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PAD_POS_Y>ball[k].pos_y+BALL) && (ball[k].y >0))
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{
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ball[k].tempy=PAD_POS_Y-ball[k].pos_y-BALL;
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}
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else if ((4>ball[k].pos_y && 0<ball[k].pos_y) &&
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(ball[k].y <0))
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{
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ball[k].tempy=-ball[k].pos_y;
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}
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if ((LCD_WIDTH-4<ball[k].pos_x+BALL &&
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LCD_WIDTH>ball[k].pos_x+BALL) && (ball[k].x >0))
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{
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ball[k].tempx=LCD_WIDTH-ball[k].pos_x-BALL;
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}
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else if ((4>ball[k].pos_x && 0<ball[k].pos_x) &&
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(ball[k].x <0))
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{
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ball[k].tempx=-ball[k].pos_x;
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}
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/* top line */
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/* Did the Ball hit the top of the screen? */
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if (ball[k].pos_y<= 0)
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{
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/* Reverse the direction */
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ball[k].y = ball[k].y*-1;
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/* bottom line */
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else if (ball[k].pos_y+BALL >= GAMESCREEN_HEIGHT) {
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if (used_balls>1) {
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}
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/* Player missed the ball and hit bottom of screen */
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else if (ball[k].pos_y+BALL >= GAMESCREEN_HEIGHT)
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{
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/* Player had balls to spare, so handle the removal */
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if (used_balls>1)
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{
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/* decrease number of balls in play */
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used_balls--;
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/* Replace removed ball with the last ball */
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ball[k].pos_x = ball[used_balls].pos_x;
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ball[k].pos_y = ball[used_balls].pos_y;
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ball[k].y = ball[used_balls].y;
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@ -1390,6 +1400,7 @@ static int brickmania_game_loop(void)
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ball[k].tempx = ball[used_balls].tempx;
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ball[k].glue = ball[used_balls].glue;
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/* Reset the last ball that was removed */
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ball[used_balls].x=0;
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ball[used_balls].y=0;
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ball[used_balls].tempy=0;
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@ -1399,95 +1410,100 @@ static int brickmania_game_loop(void)
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k--;
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continue;
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} else {
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}
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else
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{
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/* Player lost a life */
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life--;
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if (life>=0) {
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if (life>=0)
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{
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/* No lives left reset game */
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brickmania_init_game(0);
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brickmania_sleep(2);
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}
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}
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}
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/* left line ,right line */
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if ((ball[k].pos_x <= 0) ||
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(ball[k].pos_x+BALL >= LCD_WIDTH)) {
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/* Check if the ball hit the left or right side */
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if ( (ball[k].pos_x <= 0) ||
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(ball[k].pos_x+BALL >= LCD_WIDTH))
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{
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/* Reverse direction */
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ball[k].x = ball[k].x*-1;
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/* Re-position ball in gameboard */
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ball[k].pos_x = ball[k].pos_x <= 0 ? 0 : LCD_WIDTH-BALL;
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}
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if ((ball[k].pos_y+BALL >= PAD_POS_Y &&
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(ball[k].pos_x >= pad_pos_x &&
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ball[k].pos_x <= pad_pos_x+pad_width)) &&
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game_state!=ST_READY && !ball[k].glue) {
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if ((ball[k].pos_x+HALFBALL >= pad_pos_x &&
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ball[k].pos_x+HALFBALL <=
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pad_pos_x+(pad_width/2/4)) ||
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(ball[k].pos_x +HALFBALL>=
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pad_pos_x+(pad_width-(pad_width/2/4)) &&
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ball[k].pos_x+HALFBALL <= pad_pos_x+pad_width)) {
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/* Did the ball hit the paddle? Depending on where the ball
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* Hit set the x/y speed appropriately.
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*/
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if( (ball[k].pos_y + BALL >= PAD_POS_Y &&
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(ball[k].pos_x + HALFBALL >= pad_pos_x &&
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ball[k].pos_x + HALFBALL <= pad_pos_x+pad_width)) &&
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game_state!=ST_READY && !ball[k].glue)
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{
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/* Position the ball relative to the paddle width */
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int ball_repos=ball[k].pos_x + HALFBALL - pad_pos_x;
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/* If the ball hits the right half of paddle, x speed
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* should be positive, if it hits the left half it
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* should be negative.
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*/
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int x_direction = -1;
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/* Comparisons are done with respect to 1/2 pad_width */
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if(ball_repos > pad_width/2)
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{
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/* flip the relative position */
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ball_repos -= ((ball_repos - pad_width/2) << 1);
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/* Ball hit the right half so X speed calculations
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* should be positive.
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*/
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x_direction = 1;
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}
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/* Figure out where the ball hit relative to 1/2 pad
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* and in divisions of 4.
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*/
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ball_repos = ball_repos / (pad_width/2/4);
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switch(ball_repos)
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{
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/* Ball hit the outer edge of the paddle */
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case 0:
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ball[k].y = -2;
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if (ball[k].pos_x != 0 &&
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ball[k].pos_x+BALL!=LCD_WIDTH)
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ball[k].x = brickmania_pad_check(6,0,
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ball[k].pos_x+2<=pad_pos_x+
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(pad_width/2)?0:1,k);
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}
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else if ((ball[k].pos_x+HALFBALL >=
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pad_pos_x+(pad_width/2/4) &&
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ball[k].pos_x+HALFBALL <=
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pad_pos_x+2*(pad_width/2/4)) ||
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(ball[k].pos_x+HALFBALL >=
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pad_pos_x+(pad_width-2*(pad_width/2/4)) &&
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ball[k].pos_x+HALFBALL <=
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pad_pos_x+(pad_width-(pad_width/2/4)) )) {
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ball[k].x = 6 * x_direction;
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break;
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/* Ball hit the next fourth of the paddle */
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case 1:
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ball[k].y = -3;
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if (ball[k].pos_x != 0 &&
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ball[k].pos_x+BALL!=LCD_WIDTH)
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ball[k].x = brickmania_pad_check(4,0,
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ball[k].pos_x+2<=pad_pos_x+
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(pad_width/2)?0:1,k);
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}
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else if ((ball[k].pos_x+HALFBALL >=
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pad_pos_x+2*(pad_width/2/4) &&
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ball[k].pos_x+HALFBALL <=
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pad_pos_x+3*(pad_width/2/4)) ||
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(ball[k].pos_x+2 >=
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pad_pos_x+(pad_width-3*(pad_width/2/4)) &&
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ball[k].pos_x+2 <=
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pad_pos_x+ ((pad_width/2)-2*(pad_width/2/4)) )) {
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ball[k].x = 4 * x_direction;
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break;
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/* Ball hit the third fourth of the paddle */
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case 2:
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ball[k].y = -4;
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if (ball[k].pos_x != 0 &&
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ball[k].pos_x+BALL!=LCD_WIDTH)
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ball[k].x = brickmania_pad_check(3,0,
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ball[k].pos_x+2<=pad_pos_x+
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(pad_width/2)?0:1,k);
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}
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else if ((ball[k].pos_x+HALFBALL >=
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pad_pos_x+3*(pad_width/2/4) &&
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ball[k].pos_x+HALFBALL <=
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pad_pos_x+4*(pad_width/2/4)-2) ||
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(ball[k].pos_x+2 >= pad_pos_x+(pad_width/2+2) &&
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ball[k].pos_x+2 <=
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pad_pos_x+(pad_width-3*(pad_width/2/4)) )) {
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ball[k].x = 3 * x_direction;
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break;
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/* Ball hit the fourth fourth of the paddle or dead
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* center.
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*/
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case 3:
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case 4:
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ball[k].y = -4;
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if (ball[k].pos_x != 0 &&
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ball[k].pos_x+BALL!=LCD_WIDTH)
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ball[k].x = brickmania_pad_check(2,1,0,k);
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/* Since this is the middle we don't want to
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* force the ball in a different direction.
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* Just keep it going in the same direction
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* with a specific speed.
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*/
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ball[k].x = (ball[k].x > 0) ? 2: -2;
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break;
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}
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else {
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default:
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ball[k].y = -4;
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break;
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}
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}
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/* Update the ball position */
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if (!ball[k].glue) {
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ball[k].pos_x+=ball[k].tempx!=0?ball[k].tempx:ball[k].x;
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ball[k].pos_y+=ball[k].tempy!=0?ball[k].tempy:ball[k].y;
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@ -1495,9 +1511,10 @@ static int brickmania_game_loop(void)
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ball[k].tempy=0;
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ball[k].tempx=0;
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}
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if (ball[k].pos_y+5 >= PAD_POS_Y &&
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(pad_type==1 && !ball[k].glue) &&
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/* Handle the sticky situation */
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if (ball[k].pos_y + BALL >= PAD_POS_Y &&
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(pad_type == sticky && !ball[k].glue) &&
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(ball[k].pos_x >= pad_pos_x &&
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ball[k].pos_x <= pad_pos_x+pad_width)) {
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ball[k].y=0;
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@ -1632,13 +1649,13 @@ static int brickmania_game_loop(void)
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else if (game_state==ST_PAUSE) {
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game_state=ST_START;
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}
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else if (pad_type==1) {
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else if (pad_type == sticky) {
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for(k=0;k<used_balls;k++) {
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if (ball[k].glue)
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ball[k].glue=false;
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}
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}
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else if (pad_type==2) {
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else if (pad_type == shooter) {
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k=brickmania_fire_space();
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fire[k].top=PAD_POS_Y-7;
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fire[k].left=pad_pos_x+1;
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