Added Pachi el Martiano game, it's 640x480 so it's slow like hell
This commit is contained in:
181
project/jni/application/pachi/src/fx.h
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181
project/jni/application/pachi/src/fx.h
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/*
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Rutina de efectos especiales
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*/
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SDL_Surface *fadeobject;
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SDL_Rect fadingpos; // posicion del objeto que esta desvaneciendose
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SDL_Rect realfadingpos; // posicion del objeto que esta desvaneciendose en el area de juego
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float fade_y;
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float scanpos_y=R_gamearea_y - (P_h*P_h);
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void respawn() // rutina que hace reaparecer a Pachi
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{
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int scanspeed=1500;
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SDL_Rect P_oldscansrect[P_h];
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SDL_Rect P_scansrect[P_h];
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SDL_Rect P_srcscan[P_h];
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//imprimimos los scans
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for(int a=P_h-1;a>=0;a--)
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{
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P_scansrect[a].x=int(mplayer[dificulty].x+R_gamearea_x);P_scansrect[a].w=mplayer[dificulty].w;P_scansrect[a].h=1;
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P_scansrect[a].y=int(scanpos_y+(a*P_h));
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P_srcscan[a].h=1;P_srcscan[a].w=mplayer[dificulty].w;P_srcscan[a].x=(mplayer[dificulty].w*(mplayer[dificulty].frame));P_srcscan[a].y=0+a;
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P_oldscansrect[a]=P_scansrect[a];
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if((P_scansrect[a].y<mplayer[dificulty].y+R_gamearea_y+P_h-(P_h-a))&&(P_scansrect[a].y>R_gamearea_y))
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{
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SDL_BlitSurface(player,&P_srcscan[a],screen,&P_scansrect[a]);
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SDL_UpdateRect(screen,P_scansrect[a].x,P_scansrect[a].y,P_scansrect[a].w,P_scansrect[a].h);
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}
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}
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if(scanpos_y<mplayer[dificulty].y+P_h)
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scanpos_y+=scanspeed*imove;
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else
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{
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scanpos_y=R_gamearea_y - (P_h*P_h);
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respawned=1;
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imove=0.01;
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SDL_Flip(screen);
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}
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//borramos los scans recuperando el fondo que habia antes
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SDL_Rect bakscansrect[P_h];
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for(int a=P_h-1;a>=0;a--)
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{
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bakscansrect[a]=P_oldscansrect[a];
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P_oldscansrect[a].x-=R_gamearea_x;
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P_oldscansrect[a].y-=R_gamearea_y;
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SDL_BlitSurface(screenbak,&P_oldscansrect[a],screen,&bakscansrect[a]);
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}
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}
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void initfade_object(int x, int y, int object)
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{
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alphade=255;
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object-=200;
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fadeobject=SDL_CreateRGBSurface(SDL_SWSURFACE,R_tileside,R_tileside,16,0,0,0,0);
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SDL_SetColorKey(fadeobject,SDL_SRCCOLORKEY,(fadeobject->format,0,255,0));
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SDL_Rect objectsrc;
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objectsrc.w=R_tileside;objectsrc.h=R_tileside;
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objectsrc.y=R_tileside*10;objectsrc.x=R_tileside*object;
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SDL_BlitSurface(tiles,&objectsrc,fadeobject,NULL);
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fadingpos.x=x*R_tileside;fadingpos.y=y*R_tileside;
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fadingpos.w=R_tileside;fadingpos.h=R_tileside;
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fade_y=fadingpos.y;
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}
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float fade_object(float alpha)
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{
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int fadealpha = int(alpha);
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SDL_SetAlpha(fadeobject,SDL_SRCALPHA,fadealpha);
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realfadingpos.x=R_gamearea_x+fadingpos.x;realfadingpos.y=R_gamearea_y+fadingpos.y;realfadingpos.w=fadingpos.w;realfadingpos.h=fadingpos.h;
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SDL_BlitSurface(screenbak,&fadingpos,screen,&realfadingpos);
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SDL_BlitSurface(fadeobject,NULL,screen,&realfadingpos);
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SDL_UpdateRect(screen,realfadingpos.x,realfadingpos.y,realfadingpos.w,realfadingpos.h+2);
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if(fadealpha<5)
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{
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fadingobject=0;
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SDL_BlitSurface(screenbak,&fadingpos,screen,&realfadingpos);
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print_room();
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SDL_Flip(screen);
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}
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else
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{
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alpha-=500*imove;
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fade_y-=150*imove;
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if(fade_y<32)
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fade_y+=150*imove;
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fadingpos.y=int(fade_y);
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}
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return(alpha);
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}
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void screen_fx()
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{
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Mix_Volume(7,128);
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if(seconds==15 || seconds==45)
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{
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if(stage<6) // en el cementerio
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{
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if(int(oldsec-1)==int(seconds))
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{
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Mix_PlayChannel(7,storm,0);
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blinkscreen(220,220,255,128);
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load_room();
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print_room();
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}
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}
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}
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}
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void bright_obj(int bright_x, int bright_y)
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{
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SDL_Rect brsrc;
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brsrc.x=(brightframe*40);
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brsrc.y=0;brsrc.w=40;brsrc.h=40;
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SDL_Rect brdst;
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brdst.x=bright_x*R_tileside-4;brdst.y=bright_y*R_tileside-4;brdst.w=40;brdst.h=40;
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SDL_Rect brdstreal;
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brdstreal.x=bright_x*R_tileside-4+R_gamearea_x;brdstreal.y=bright_y*R_tileside-4+R_gamearea_y;brdstreal.w=40;brdstreal.h=40;
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SDL_Rect objsrc;
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objsrc.w=R_tileside;objsrc.w=R_tileside;
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objsrc.x=(mroom.data[bright_x][bright_y] - (int(mroom.data[bright_x][bright_y]/20) * 20))*R_tileside;
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objsrc.y=(int(mroom.data[bright_x][bright_y]/20) * R_tileside);
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SDL_Rect objdst;
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objdst.x=bright_x*R_tileside;
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objdst.y=bright_y*R_tileside;
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objdst.w=R_tileside;objdst.h=R_tileside;
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SDL_Rect objdstreal;
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objdstreal.x=bright_x*R_tileside+R_gamearea_x;
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objdstreal.y=bright_y*R_tileside+R_gamearea_y;
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objdstreal.w=R_tileside;objdst.h=R_tileside;
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SDL_BlitSurface(screenbak,&brdst,screen,&brdstreal);
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// SDL_BlitSurface(tiles,&objsrc,screen,&objdstreal);
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SDL_BlitSurface(bright,&brsrc,screen,&brdstreal);
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SDL_UpdateRect(screen,brdstreal.x,brdstreal.y,brdstreal.w,brdstreal.h);
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}
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void show_arrow(int arrow, int show)
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{
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SDL_Rect dst;
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dst.w=150; dst.h=30;dst.y=R_gamearea_y+1;
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SDL_Rect src;
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src.w=dst.w; src.h=dst.h; src.y=dst.y - R_gamearea_y;
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switch(arrow)
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{
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case arrow_left:
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dst.x=R_gamearea_x+1;
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src.x=dst.x-R_gamearea_x;
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if(show==1)
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SDL_BlitSurface(left, NULL, screen, &dst);
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else
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SDL_BlitSurface(screenbak, &src, screen, &dst);
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SDL_UpdateRect(screen, dst.x, dst.y, dst.w, dst.h);
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break;
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case arrow_right:
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dst.x=R_gamearea_x+(R_maxtiles_h*R_tileside)-(10+dst.w);
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src.x=dst.x-R_gamearea_x;
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if(show==1)
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SDL_BlitSurface(right, NULL, screen, &dst);
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else
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SDL_BlitSurface(screenbak, &src, screen, &dst);
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SDL_UpdateRect(screen, dst.x, dst.y, dst.w, dst.h);
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break;
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case arrow_up:
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//fprintf(stderr,"up");
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break;
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case arrow_down:
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//fprintf(stderr,"down");
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break;
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}
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}
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