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/*
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Copyright (c) 2023 MCL Software
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Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”),
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to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#include "kbdinput.h"
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#include "draw.h"
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#include "texture.h"
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#include "intro.h"
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#include "level.h"
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#include "common.h"
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#include <stdio.h>
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SDL_Point offset;
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Player player;
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int stealProgress = 0;
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Uint64 now = 0;
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Uint64 then = 0;
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bool fireAlarmSystemActivated = 0;
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bool missionScreenShown = 1;
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float applyZoomFactor(float i)
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{
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if(zoomFactor > 0)
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{
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i *= zoomFactor;
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}
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else
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{
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i /= -zoomFactor;
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}
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return i;
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}
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void updateZoomFactor()
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{
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destRect.w = applyZoomFactor(TILE_WIDTH);
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destRect.h = applyZoomFactor(TILE_HEIGHT);
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}
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void drawTiles()
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{
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for(int y = 0; y < 4; y ++)
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{
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for(int i = (player.x < 64 ? 0 : player.x - 63); i < (player.x + 64 < LEVEL_WIDTH ? player.x + 64 : LEVEL_WIDTH); i ++)
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{
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for(int j = (player.y < 64 ? 0 : player.y - 63); j < (player.y + 64 < LEVEL_DEPTH ? player.y + 64 : LEVEL_DEPTH); j ++)
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{
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SDL_Point coords = tileToPixelCoordinates(i, j);
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destRect.x = applyZoomFactor(coords.x + offset.x) + applyZoomFactor(LEVEL_WIDTH);
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destRect.y = applyZoomFactor(coords.y + offset.y) - applyZoomFactor(LEVEL_HEIGHT);;
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destRect.y -= applyZoomFactor(TILE_HEIGHT / 2 * y);
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// Transform coordinates according to rotation formula
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SDL_Point trans = getLevelTransformation(i, j);
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// Check what tile is currently being drawn; this will later be needed
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// to determine how it should be drawn.
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Object object = getObjectFromIdent(levelTiles[trans.x * LEVEL_WIDTH + trans.y]);
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SDL_Point textureClip;
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// Get the tile's texture
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if(object.textureHeight == 2 && y == object.placementHeight + 1)
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// For tiles with a texture higher than TILE_HEIGHT
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textureClip = getTextureFromIndex(object.textureIndex - 16);
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else
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textureClip = getTextureFromIndex(object.textureIndex);
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// Multiply coordinates by tile width and height to get the real coordinates on the tilemap
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clip.x = textureClip.x * 89;
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clip.y = textureClip.y * 90;
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// This sets the destination rectangle's width and height
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// TODO: figure out a more efficient way to do this without calling this function for every tile
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updateZoomFactor();
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if(y < object.placementHeight + object.height && y >= object.placementHeight)
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SDL_RenderCopyEx(renderer, tilemap, &clip, &destRect, 0, 0, SDL_FLIP_HORIZONTAL ? orientation % 2 == 0 ? object.flipTexture : !object.flipTexture : 0);
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else if(y == 0 && object.renderUnder)
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// Render tile at Y: 0 for tiles that are transparent and/or above the ground
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SDL_RenderCopy(renderer, tilemap, &(SDL_Rect){89, 0, 89, 90}, &destRect);
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else if(y == 3 && object.renderAbove)
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{
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SDL_RenderCopy(renderer, tilemap, &(SDL_Rect){356, 0, 89, 90}, &destRect);
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}
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//SDL_Point transPlayer = getTransformation(player.x, player.y);
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// Render player
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if(y == 1 && trans.x == player.x && trans.y == player.y)
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{
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textureClip = getTextureFromIndex(33);
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clip.x = textureClip.x * 89;
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clip.y = textureClip.y * 90;
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clip.w = 89;
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clip.h = 90;
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//SDL_Point newDestRect = getTransformation(applyZoomFactor(coords.x + offset.x) + applyZoomFactor(LEVEL_WIDTH), applyZoomFactor(coords.y + offset.y) - applyZoomFactor(LEVEL_HEIGHT));
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//destRect.x = newDestRect.x;
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//destRect.y = newDestRect.y;
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//destRect.y -= applyZoomFactor(TILE_HEIGHT / 2 * y);
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SDL_RenderCopy(renderer, tilemap, &clip, &destRect);
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}
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}
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}
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}
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}
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Object getObjectProperties(char object)
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{
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Object objectProps;
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objectProps.textureIndex = 0;
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objectProps.stealable = true;
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objectProps.height = 2;
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objectProps.interactable = -1;;
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objectProps.passable = false;
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return objectProps;
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}
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int main(int argc, char *argv[])
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{
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loadLevelFromFile();
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initMissions();
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SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_AUDIO);
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Mix_Init(MIX_INIT_OGG);
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Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 2048);
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alarmSound = Mix_LoadWAV("alarm.wav");
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themeSong = Mix_LoadMUS("audio/music/DeviousLicks.ogg");
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bgm1 = Mix_LoadMUS("audio/music/Class1.ogg");
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bgm2 = Mix_LoadMUS("audio/music/Class2.ogg");
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bgm3 = Mix_LoadMUS("audio/music/Class3.ogg");
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bgm4 = Mix_LoadMUS("audio/music/ANewReality.ogg"); // todo: move this track further down
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bgm5 = Mix_LoadMUS("audio/music/Recollection.ogg");
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bgm6 = Mix_LoadMUS("audio/music/TheSadReality1.ogg");
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bgm7 = Mix_LoadMUS("audio/music/TheSadReality2.ogg");
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bgm8 = Mix_LoadMUS("audio/music/TheXXXReality.ogg");
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bgm9 = Mix_LoadMUS("audio/music/FirstDay.ogg");
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bgm10 = Mix_LoadMUS("audio/music/FirstDayAlternateVersion.ogg");
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bgm11 = Mix_LoadMUS("audio/music/Hallway1.ogg");
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bgm12 = Mix_LoadMUS("audio/music/Hallway2.ogg");
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bgm13 = Mix_LoadMUS("audio/music/Hallway3.ogg");
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bgm14 = Mix_LoadMUS("audio/music/Hallway4.ogg");
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//creditsTheme = Mix_LoadMUS("audio/music/Credits.ogg");
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Mix_PlayMusic(themeSong, -1);
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SDL_Window* window = SDL_CreateWindow("Devious Licks", 170, 70, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
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renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
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initGraphics();
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SDL_Event event;
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bool quit = false;
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// Title Screen
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while(!gameRunning)
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{
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drawTitleScreen();
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while(SDL_PollEvent(&event))
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{
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handleKeyboard(event);
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if(!performMenuKeyActions() || event.type == SDL_QUIT)
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{
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gameRunning = 1;
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quit = true;
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}
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}
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}
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// Intro
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// 0 - enabled
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// 1 - disabled (skip)
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gameRunning = 0;
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Mix_PlayMusic(bgm7, -1);
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while(!gameRunning && !quit)
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{
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if(INTR_DrawIntro())
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gameRunning = 1;
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while(SDL_PollEvent(&event))
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{
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handleKeyboard(event);
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if(event.type == SDL_QUIT)
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{
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gameRunning = 1;
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quit = true;
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}
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}
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}
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Mix_HaltMusic();
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srand(time(0)); // set seed for pseudoRNG with RTC
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/*int nextTrack = rand() % 16;
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Mix_PlayMusic(nextTrack == 0 ? bgm1 : nextTrack == 1 ? bgm2 : nextTrack == 2 ? bgm3 : nextTrack == 3 ? bgm4 : nextTrack == 4 ? bgm5 : nextTrack == 5 ? bgm6 : nextTrack == 6 ? bgm7 : nextTrack == 7 ? bgm8 : nextTrack == 8 ? bgm9 : nextTrack == 9 ? bgm10 : nextTrack == 10 ? bgm11 : nextTrack == 11 ? bgm12 : nextTrack == 12 ? bgm13 : bgm14, 1);
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*/
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clip = (SDL_Rect){89, 0, 89, 90};
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destRect.x = 0;
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destRect.y = 0;
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updateZoomFactor();
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offset.x = -2420;
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offset.y = -1870;
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player.x = 75;
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player.y = 25;
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while(!quit)
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{
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now = SDL_GetTicks();
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SDL_RenderClear(renderer);
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//SDL_GetMouseState(&mouseX, &mouseY);
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drawTiles();
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if(levelTiles[(player.x + 1) * LEVEL_WIDTH + player.y] == 'D' || levelTiles[(player.x - 1) * LEVEL_WIDTH + player.y] == 'D' || levelTiles[player.x * LEVEL_WIDTH + player.y + 1] == 'D' || levelTiles[player.x * LEVEL_WIDTH + player.y - 1] == 'D')
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{
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drawLeaveSchool();
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player.leftCampus = performYesNo() ? true : false;
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}
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drawHUD();
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if(missionScreenShown && drawMissionScreen())
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{
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missionScreenShown = 0;
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}
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if(checkForMissionComplete(currentMission))
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{
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drawGoToExit();
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if(player.leftCampus)
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{
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offset.x = -2420;
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offset.y = -1870;
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player.x = 75;
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player.y = 25;
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if(drawMissionComplete())
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{
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missionScreenShown = 1;
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}
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}
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}
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SDL_SetRenderDrawColor(renderer, 10, 180, 255, 255);
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SDL_RenderPresent(renderer);
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// Cycle music
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if(!Mix_PlayingMusic())
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{
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int nextTrack = rand() % 16;
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Mix_PlayMusic(nextTrack == 0 ? bgm1 : nextTrack == 1 ? bgm2 : nextTrack == 2 ? bgm3 : nextTrack == 3 ? bgm4 : nextTrack == 4 ? bgm5 : nextTrack == 5 ? bgm6 : nextTrack == 6 ? bgm7 : nextTrack == 7 ? bgm8 : nextTrack == 8 ? bgm9 : nextTrack == 9 ? bgm10 : nextTrack == 10 ? bgm11 : nextTrack == 11 ? bgm12 : nextTrack == 12 ? bgm13 : bgm14, 1);
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}
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// Handle all queued events
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while(SDL_PollEvent(&event))
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{
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handleKeyboard(event);
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if(event.type == SDL_QUIT)
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quit = true;
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}
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if(now - then > 100)
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{
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if(performPlayerMovement())
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then = now;
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}
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}
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SDL_RemoveTimer(fireAlarmTimer);
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SDL_DestroyWindow(window);
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return ISOL_Terminate();
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}
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