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Brickmania: Revert to using intersection checks for testing if powerup hit
paddle r24925 introduced a potential bug: the collision detection with the paddle is not using the line intersection checks and consequently could cause the powerup to be missed if the drop speed is fast enough (which varies depending on the target because of the speed scaling). Thanks for Karl Kurbjun for noticing and alerting! git-svn-id: svn://svn.rockbox.org/rockbox/trunk@24934 a1c6a512-1295-4272-9138-f99709370657
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1 changed files with 126 additions and 113 deletions
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@ -1533,6 +1533,13 @@ static int brickmania_game_loop(void)
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if (brick_on_board==0)
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brick_on_board--;
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/* Setup the pad line-later used in intersection test */
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pad_line.p1.x = pad_pos_x;
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pad_line.p1.y = PAD_POS_Y;
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pad_line.p2.x = pad_pos_x + pad_width;
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pad_line.p2.y = PAD_POS_Y;
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if (game_state!=ST_PAUSE)
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{
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/* move the fires */
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@ -1568,7 +1575,8 @@ static int brickmania_game_loop(void)
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}
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}
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}
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/* move the powerups */
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/* move and handle the powerups */
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for (k=0;k<used_powers;k++)
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{
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int remove_power = 0;
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@ -1580,114 +1588,126 @@ static int brickmania_game_loop(void)
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/* power hit bottom */
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remove_power = 1;
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}
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else if (power[k].top>PAD_POS_Y-POWERUP_HEIGHT &&
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power[k].x_pos>=pad_pos_x &&
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power[k].x_pos<pad_pos_x+pad_width)
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else
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{
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/* power hit paddle */
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remove_power = 1;
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switch(power[k].type)
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{
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case POWER_TYPE_LIFE_GAIN:
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life++;
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score += SCORE_POWER_LIFE_GAIN;
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break;
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case POWER_TYPE_LIFE_LOSS:
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life--;
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if (life>=0)
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{
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brickmania_init_game(false);
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brickmania_sleep(2);
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}
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break;
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case POWER_TYPE_PADDLE_STICKY:
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score += SCORE_POWER_PADDLE_STICKY;
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paddle_type = PADDLE_TYPE_STICKY;
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break;
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case POWER_TYPE_PADDLE_SHOOTER:
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score += SCORE_POWER_PADDLE_SHOOTER;
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paddle_type = PADDLE_TYPE_SHOOTER;
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for(i=0;i<used_balls;i++)
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ball[i].glue=false;
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break;
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case POWER_TYPE_PADDLE_NORMAL:
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score += SCORE_POWER_PADDLE_NORMAL;
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paddle_type = PADDLE_TYPE_NORMAL;
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for(i=0;i<used_balls;i++)
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ball[i].glue=false;
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flip_sides=false;
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pad_pos_x += (pad_width-PAD_WIDTH)/2;
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pad_width = PAD_WIDTH;
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break;
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case POWER_TYPE_PADDLE_FLIP:
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score += SCORE_POWER_FLIP;
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sec_count = *rb->current_tick+HZ;
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flip_sides_delay = FLIP_SIDES_DELAY;
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flip_sides = true;
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break;
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case POWER_TYPE_EXTRA_BALL:
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score += SCORE_POWER_EXTRA_BALL;
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if(used_balls<MAX_BALLS)
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{
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/* Set the speed */
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if(rb->rand()%2 == 0)
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ball[used_balls].speedx=-SPEED_4Q_X;
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else
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ball[used_balls].speedx= SPEED_4Q_X;
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ball[used_balls].speedy= SPEED_4Q_Y;
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/* Ball is not glued */
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ball[used_balls].glue= false;
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used_balls++;
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}
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break;
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case POWER_TYPE_PADDLE_LONG:
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score+=SCORE_POWER_LONG_PADDLE;
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if (pad_width==PAD_WIDTH)
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{
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pad_width = LONG_PAD_WIDTH;
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pad_pos_x -= (LONG_PAD_WIDTH -
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PAD_WIDTH)/2;
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}
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else if (pad_width==SHORT_PAD_WIDTH)
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{
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pad_width = PAD_WIDTH;
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pad_pos_x-=(PAD_WIDTH-
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SHORT_PAD_WIDTH)/2;
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}
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if (pad_pos_x < 0)
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pad_pos_x = 0;
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else if(pad_pos_x + pad_width >
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GAMESCREEN_WIDTH)
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pad_pos_x = GAMESCREEN_WIDTH-pad_width;
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break;
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case POWER_TYPE_PADDLE_SHORT:
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if (pad_width==PAD_WIDTH)
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{
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pad_width=SHORT_PAD_WIDTH;
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pad_pos_x+=(PAD_WIDTH-
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SHORT_PAD_WIDTH)/2;
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}
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else if (pad_width==LONG_PAD_WIDTH)
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{
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pad_width=PAD_WIDTH;
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pad_pos_x+=(LONG_PAD_WIDTH-PAD_WIDTH)/2;
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}
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break;
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default:
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break;
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}
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}
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/* Use misc_line to check if the center of the powerup
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* hit the paddle.
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*/
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misc_line.p1.x = power[k].x_pos;
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misc_line.p1.y = power[k].top;
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if (remove_power)
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{
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used_powers--;
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if (k != used_powers)
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misc_line.p2 = misc_line.p1;
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misc_line.p2.y += SPEED_POWER;
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/* Check if the powerup will hit the paddle */
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if (check_lines(&misc_line, &pad_line, &pt_hit))
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{
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power[k].top = power[used_powers].top;
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power[k].x_pos = power[used_powers].x_pos;
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power[k].type = power[used_powers].type;
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/* power hit paddle */
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remove_power = 1;
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switch(power[k].type)
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{
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case POWER_TYPE_LIFE_GAIN:
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life++;
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score += SCORE_POWER_LIFE_GAIN;
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break;
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case POWER_TYPE_LIFE_LOSS:
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life--;
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if (life>=0)
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{
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brickmania_init_game(false);
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brickmania_sleep(2);
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}
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break;
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case POWER_TYPE_PADDLE_STICKY:
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score += SCORE_POWER_PADDLE_STICKY;
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paddle_type = PADDLE_TYPE_STICKY;
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break;
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case POWER_TYPE_PADDLE_SHOOTER:
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score += SCORE_POWER_PADDLE_SHOOTER;
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paddle_type = PADDLE_TYPE_SHOOTER;
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for(i=0;i<used_balls;i++)
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ball[i].glue=false;
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break;
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case POWER_TYPE_PADDLE_NORMAL:
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score += SCORE_POWER_PADDLE_NORMAL;
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paddle_type = PADDLE_TYPE_NORMAL;
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for(i=0;i<used_balls;i++)
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ball[i].glue=false;
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flip_sides=false;
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pad_pos_x += (pad_width-PAD_WIDTH)/2;
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pad_width = PAD_WIDTH;
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break;
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case POWER_TYPE_PADDLE_FLIP:
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score += SCORE_POWER_FLIP;
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sec_count = *rb->current_tick+HZ;
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flip_sides_delay = FLIP_SIDES_DELAY;
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flip_sides = true;
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break;
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case POWER_TYPE_EXTRA_BALL:
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score += SCORE_POWER_EXTRA_BALL;
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if(used_balls<MAX_BALLS)
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{
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/* Set the speed */
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if(rb->rand()%2 == 0)
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ball[used_balls].speedx=-SPEED_4Q_X;
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else
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ball[used_balls].speedx= SPEED_4Q_X;
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ball[used_balls].speedy= SPEED_4Q_Y;
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/* Ball is not glued */
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ball[used_balls].glue= false;
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used_balls++;
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}
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break;
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case POWER_TYPE_PADDLE_LONG:
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score+=SCORE_POWER_LONG_PADDLE;
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if (pad_width==PAD_WIDTH)
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{
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pad_width = LONG_PAD_WIDTH;
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pad_pos_x -= (LONG_PAD_WIDTH -
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PAD_WIDTH)/2;
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}
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else if (pad_width==SHORT_PAD_WIDTH)
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{
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pad_width = PAD_WIDTH;
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pad_pos_x-=(PAD_WIDTH-
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SHORT_PAD_WIDTH)/2;
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}
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if (pad_pos_x < 0)
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pad_pos_x = 0;
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else if(pad_pos_x + pad_width >
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GAMESCREEN_WIDTH)
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pad_pos_x = GAMESCREEN_WIDTH-pad_width;
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break;
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case POWER_TYPE_PADDLE_SHORT:
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if (pad_width==PAD_WIDTH)
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{
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pad_width=SHORT_PAD_WIDTH;
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pad_pos_x+=(PAD_WIDTH-
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SHORT_PAD_WIDTH)/2;
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}
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else if (pad_width==LONG_PAD_WIDTH)
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{
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pad_width=PAD_WIDTH;
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pad_pos_x+=(LONG_PAD_WIDTH-PAD_WIDTH)/2;
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}
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break;
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default:
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break;
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}
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}
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if (remove_power)
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{
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used_powers--;
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if (k != used_powers)
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{
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power[k].top = power[used_powers].top;
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power[k].x_pos = power[used_powers].x_pos;
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power[k].type = power[used_powers].type;
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}
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k--;
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}
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k--;
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}
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}
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}
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@ -1711,14 +1731,7 @@ static int brickmania_game_loop(void)
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INT3(POWERUP_HEIGHT));
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}
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/* Setup the pad line-later used in intersection test */
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pad_line.p1.x = pad_pos_x;
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pad_line.p1.y = PAD_POS_Y;
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pad_line.p2.x = pad_pos_x + pad_width;
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pad_line.p2.y = PAD_POS_Y;
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/* handle all of the bricks/powerups */
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/* handle all of the bricks */
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for (i=0; i<NUM_BRICKS_ROWS; i++)
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{
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for (j=0; j<NUM_BRICKS_COLS ;j++)
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