532 lines
11 KiB
C++
532 lines
11 KiB
C++
#include "MycParam.h"
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#include <stddef.h>
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#include <stdio.h>
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#include "WindowsWrapper.h"
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#include "ArmsItem.h"
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#include "CommonDefines.h"
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#include "Caret.h"
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#include "Draw.h"
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#include "Game.h"
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#include "Main.h"
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#include "MyChar.h"
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#include "NpChar.h"
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#include "Sound.h"
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#include "TextScr.h"
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#include "ValueView.h"
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ARMS_LEVEL gArmsLevelTable[14] =
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{
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{{0, 0, 100}},
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{{30, 40, 16}},
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{{10, 20, 10}},
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{{10, 20, 20}},
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{{30, 40, 10}},
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{{10, 20, 10}},
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{{10, 20, 30}},
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{{10, 20, 5}},
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{{10, 20, 100}},
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{{30, 60, 0}},
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{{30, 60, 10}},
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{{10, 20, 100}},
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{{1, 1, 1}},
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{{40, 60, 200}}
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};
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void AddExpMyChar(int x)
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{
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int lv = gArmsData[gSelectedArms].level - 1;
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int arms_code = gArmsData[gSelectedArms].code;
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gArmsData[gSelectedArms].exp += x;
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if (lv == 2)
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{
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if (gArmsData[gSelectedArms].exp >= gArmsLevelTable[arms_code].exp[lv])
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{
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gArmsData[gSelectedArms].exp = gArmsLevelTable[arms_code].exp[lv];
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if (gMC.equip & EQUIP_WHIMSICAL_STAR)
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{
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if (gMC.star < 3)
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++gMC.star;
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}
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}
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}
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else
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{
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for (; lv < 2; ++lv)
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{
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if (gArmsData[gSelectedArms].exp >= gArmsLevelTable[arms_code].exp[lv])
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{
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++gArmsData[gSelectedArms].level;
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gArmsData[gSelectedArms].exp = 0;
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if (gArmsData[gSelectedArms].code != 13)
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{
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PlaySoundObject(27, 1);
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SetCaret(gMC.x, gMC.y, 10, 0);
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}
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}
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}
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}
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if (gArmsData[gSelectedArms].code != 13)
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{
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gMC.exp_count += x;
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gMC.exp_wait = 30;
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}
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else
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{
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gMC.exp_wait = 10;
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}
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}
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void ZeroExpMyChar(void)
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{
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gArmsData[gSelectedArms].level = 1;
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gArmsData[gSelectedArms].exp = 0;
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}
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BOOL IsMaxExpMyChar(void)
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{
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int arms_code;
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if (gArmsData[gSelectedArms].level == 3)
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{
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arms_code = gArmsData[gSelectedArms].code;
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if (gArmsData[gSelectedArms].exp >= gArmsLevelTable[arms_code].exp[2])
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return TRUE;
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}
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return FALSE;
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}
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void DamageMyChar(int damage)
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{
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#ifdef FIX_BUGS
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if (!(g_GameFlags & 2))
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#else
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// I'm preeeetty sure this is a typo. The Linux port optimised it out.
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if (!(g_GameFlags | 2))
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#endif
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return;
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if (gMC.shock)
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return;
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// Damage player
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PlaySoundObject(16, 1);
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gMC.cond &= ~1;
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gMC.shock = 128;
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if (gMC.unit == 1)
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{
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// Another weird case where there *has* to be an empty 'if' here to produce the same assembly.
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// Chances are there used to be some commented-out code here.
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}
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else
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{
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gMC.ym = -0x400;
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}
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gMC.life -= (short)damage;
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// Lose a whimsical star
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if (gMC.equip & EQUIP_WHIMSICAL_STAR && gMC.star > 0)
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gMC.star = (short)gMC.star - 1; // For some reason, this does a cast to short. Might not be accurate to the original source code (possibly, Pixel was just being careful about int size/conversion, or this is from some weird macro)
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// Lose experience
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if (gMC.equip & EQUIP_ARMS_BARRIER)
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gArmsData[gSelectedArms].exp -= damage;
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else
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gArmsData[gSelectedArms].exp -= damage * 2;
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while (gArmsData[gSelectedArms].exp < 0)
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{
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if (gArmsData[gSelectedArms].level > 1)
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{
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--gArmsData[gSelectedArms].level;
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int lv = gArmsData[gSelectedArms].level - 1;
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int arms_code = gArmsData[gSelectedArms].code;
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gArmsData[gSelectedArms].exp = gArmsLevelTable[arms_code].exp[lv] + gArmsData[gSelectedArms].exp;
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if (gMC.life > 0 && gArmsData[gSelectedArms].code != 13)
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SetCaret(gMC.x, gMC.y, 10, 2);
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}
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else
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{
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gArmsData[gSelectedArms].exp = 0;
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}
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}
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// Tell player how much damage was taken
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SetValueView(&gMC.x, &gMC.y, -damage);
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// Death
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if (gMC.life <= 0)
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{
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PlaySoundObject(17, 1);
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gMC.cond = 0;
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SetDestroyNpChar(gMC.x, gMC.y, 0x1400, 0x40);
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StartTextScript(40);
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}
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}
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void ZeroArmsEnergy_All(void)
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{
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int a;
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for (a = 0; a < ARMS_MAX; a++)
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{
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gArmsData[a].level = 1;
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gArmsData[a].exp = 0;
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}
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}
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void AddBulletMyChar(int no, int val)
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{
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int a;
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// Missile Launcher
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a = 0;
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while (a < ARMS_MAX && gArmsData[a].code != 5)
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++a;
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if (a == ARMS_MAX)
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{
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// Super Missile Launcher
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a = 0;
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while (a < ARMS_MAX && gArmsData[a].code != 10)
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++a;
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if (a == ARMS_MAX)
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return;
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}
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gArmsData[a].num += val;
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if (gArmsData[a].num > gArmsData[a].max_num)
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gArmsData[a].num = gArmsData[a].max_num;
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}
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void AddLifeMyChar(int x)
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{
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gMC.life += (short)x;
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if (gMC.life > gMC.max_life)
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gMC.life = gMC.max_life;
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gMC.lifeBr = gMC.life;
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}
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void AddMaxLifeMyChar(int val)
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{
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gMC.max_life += (short)val;
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if (gMC.max_life > 232)
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gMC.max_life = 232;
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gMC.life += (short)val;
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gMC.lifeBr = gMC.life;
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}
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void PutArmsEnergy(BOOL flash)
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{
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static unsigned char add_flash;
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RECT rcPer = {72, 48, 80, 56};
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RECT rcLv = {80, 80, 96, 88};
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RECT rcView = {0, 0, WINDOW_WIDTH, WINDOW_HEIGHT};
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RECT rcNone = {80, 48, 96, 56};
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if (gArmsEnergyX > 16)
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gArmsEnergyX -= 2;
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if (gArmsEnergyX < 16)
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gArmsEnergyX += 2;
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// Draw max ammo
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if (gArmsData[gSelectedArms].max_num)
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{
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PutNumber4(gArmsEnergyX + 32, 16, gArmsData[gSelectedArms].num, FALSE);
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PutNumber4(gArmsEnergyX + 32, 24, gArmsData[gSelectedArms].max_num, FALSE);
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}
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else
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{
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PutBitmap3(&rcView, gArmsEnergyX + 48, 16, &rcNone, SURFACE_ID_TEXT_BOX);
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PutBitmap3(&rcView, gArmsEnergyX + 48, 24, &rcNone, SURFACE_ID_TEXT_BOX);
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}
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// Draw experience and ammo
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if (flash == TRUE && (gMC.shock / 2) % 2)
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return;
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PutBitmap3(&rcView, gArmsEnergyX + 32, 24, &rcPer, SURFACE_ID_TEXT_BOX);
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PutBitmap3(&rcView, gArmsEnergyX, 32, &rcLv, SURFACE_ID_TEXT_BOX);
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PutNumber4(gArmsEnergyX - 8, 32, gArmsData[gSelectedArms].level, FALSE);
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RECT rcExpBox = {0, 72, 40, 80};
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RECT rcExpVal = {0, 80, 0, 88};
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RECT rcExpMax = {40, 72, 80, 80};
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RECT rcExpFlash = {40, 80, 80, 88};
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int lv = gArmsData[gSelectedArms].level - 1;
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#ifdef FIX_BUGS
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// When the player has no weapons, the default level is 0, which becomes -1.
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// Catch it, and set it to 0 instead, so the following array-accesses aren't
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// out-of-bounds.
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if (lv < 0)
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lv = 0;
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#endif
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int arms_code = gArmsData[gSelectedArms].code;
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int exp_now = gArmsData[gSelectedArms].exp;
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int exp_next = gArmsLevelTable[arms_code].exp[lv];
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PutBitmap3(&rcView, gArmsEnergyX + 24, 32, &rcExpBox, SURFACE_ID_TEXT_BOX);
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if (lv == 2 && gArmsData[gSelectedArms].exp == gArmsLevelTable[arms_code].exp[lv])
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{
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PutBitmap3(&rcView, gArmsEnergyX + 24, 32, &rcExpMax, SURFACE_ID_TEXT_BOX);
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}
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else
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{
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if (exp_next != 0)
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rcExpVal.right += (exp_now * 40) / exp_next;
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else
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rcExpVal.right = 0;
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PutBitmap3(&rcView, gArmsEnergyX + 24, 32, &rcExpVal, SURFACE_ID_TEXT_BOX);
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}
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if (gMC.exp_wait && ((add_flash++ / 2) % 2))
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PutBitmap3(&rcView, gArmsEnergyX + 24, 32, &rcExpFlash, SURFACE_ID_TEXT_BOX);
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}
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void PutActiveArmsList(void)
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{
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int x;
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int a;
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RECT rect = {0, 0, 0, 16};
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int arms_num = 0;
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while (gArmsData[arms_num].code != 0)
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++arms_num;
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if (arms_num == 0)
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return;
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for (a = 0; a < arms_num; ++a)
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{
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// Get X position to draw at
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x = ((a - gSelectedArms) * 16) + gArmsEnergyX;
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if (x < 8)
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x += 48 + (arms_num * 16);
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else if (x >= 24)
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x += 48;
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if (x >= 72 + ((arms_num - 1) * 16))
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x -= 48 + (arms_num * 16);
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if (x < 72 && x >= 24)
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x -= 48;
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// Draw icon
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rect.left = gArmsData[a].code * 16;
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rect.right = rect.left + 16;
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PutBitmap3(&grcGame, x, 16, &rect, SURFACE_ID_ARMS_IMAGE);
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}
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}
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void PutMyLife(BOOL flash)
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{
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RECT rcCase = {0, 40, 232, 48};
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RECT rcLife = {0, 24, 232, 32};
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RECT rcBr = {0, 32, 232, 40};
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if (flash == TRUE && gMC.shock / 2 % 2)
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return;
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if (gMC.lifeBr < gMC.life)
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gMC.lifeBr = gMC.life;
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if (gMC.lifeBr > gMC.life)
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{
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if (++gMC.lifeBr_count > 30)
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--gMC.lifeBr;
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}
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else
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{
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gMC.lifeBr_count = 0;
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}
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// Draw bar
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rcCase.right = 64;
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rcLife.right = ((gMC.life * 40) / gMC.max_life) - 1;
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rcBr.right = ((gMC.lifeBr * 40) / gMC.max_life) - 1;
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PutBitmap3(&grcGame, 16, 40, &rcCase, SURFACE_ID_TEXT_BOX);
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PutBitmap3(&grcGame, 40, 40, &rcBr, SURFACE_ID_TEXT_BOX);
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PutBitmap3(&grcGame, 40, 40, &rcLife, SURFACE_ID_TEXT_BOX);
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PutNumber4(8, 40, gMC.lifeBr, FALSE);
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}
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void PutMyAir(int x, int y)
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{
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RECT rcAir[2] = {
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{112, 72, 144, 80},
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{112, 80, 144, 88},
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};
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if (gMC.equip & EQUIP_AIR_TANK)
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return;
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if (gMC.air_get != 0)
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{
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// Draw how much air is left
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if (gMC.air_get % 6 < 4)
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PutNumber4(x + 32, y, gMC.air / 10, FALSE);
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// Draw "AIR" text
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if (gMC.air % 30 > 10)
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PutBitmap3(&grcGame, x, y, &rcAir[0], SURFACE_ID_TEXT_BOX);
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else
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PutBitmap3(&grcGame, x, y, &rcAir[1], SURFACE_ID_TEXT_BOX);
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}
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}
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static int time_count;
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void PutTimeCounter(int x, int y)
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{
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RECT rcTime[3] = {
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{112, 104, 120, 112},
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{120, 104, 128, 112},
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{128, 104, 160, 112},
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};
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if (gMC.equip & EQUIP_NIKUMARU_COUNTER)
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{
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// Draw clock and increase time
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if (g_GameFlags & 2)
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{
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if (time_count < 100 * 60 * 50) // 100 minutes
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++time_count;
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if (time_count % 30 > 10)
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PutBitmap3(&grcGame, x, y, &rcTime[0], SURFACE_ID_TEXT_BOX);
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else
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PutBitmap3(&grcGame, x, y, &rcTime[1], SURFACE_ID_TEXT_BOX);
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}
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else
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{
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PutBitmap3(&grcGame, x, y, &rcTime[0], SURFACE_ID_TEXT_BOX);
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}
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// Draw time
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PutNumber4(x, y, time_count / (60 * 50), FALSE);
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PutNumber4(x + 20, y, time_count / 50 % 60, TRUE);
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PutNumber4(x + 32, y, time_count / 5 % 10, FALSE);
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PutBitmap3(&grcGame, x + 30, y, &rcTime[2], SURFACE_ID_TEXT_BOX);
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}
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else
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{
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time_count = 0;
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}
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}
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BOOL SaveTimeCounter(void)
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{
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int i;
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unsigned char *p;
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REC rec;
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FILE *fp;
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char path[MAX_PATH];
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// Quit if player doesn't have the Nikumaru Counter
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if (!(gMC.equip & EQUIP_NIKUMARU_COUNTER))
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return TRUE;
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// Get last time
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sprintf(path, "%s\\290.rec", gModulePath);
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fp = fopen(path, "rb");
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if (fp != NULL)
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{
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// Read data
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fread(&rec, sizeof(REC), 1, fp);
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fclose(fp);
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p = (unsigned char*)&rec.counter[0];
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p[0] -= rec.random[0];
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p[1] -= rec.random[0];
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p[2] -= rec.random[0];
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p[3] -= rec.random[0] / 2;
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// If this is faster than our new time, quit
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if (rec.counter[0] < time_count)
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return TRUE;
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}
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// Save new time
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for (i = 0; i < 4; ++i)
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{
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rec.counter[i] = time_count;
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rec.random[i] = Random(0, 250) + i;
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p = (unsigned char*)&rec.counter[i];
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p[0] += rec.random[i];
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p[1] += rec.random[i];
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p[2] += rec.random[i];
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p[3] += rec.random[i] / 2;
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}
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fp = fopen(path, "wb");
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if (fp == NULL)
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return FALSE;
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fwrite(&rec, sizeof(REC), 1, fp);
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fclose(fp);
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return TRUE;
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}
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int LoadTimeCounter(void)
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{
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int i;
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unsigned char *p;
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REC rec;
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FILE *fp;
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char path[MAX_PATH];
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// Open file
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sprintf(path, "%s\\290.rec", gModulePath);
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fp = fopen(path, "rb");
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if (fp == NULL)
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return 0;
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// Read data
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fread(&rec, sizeof(REC), 1, fp);
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fclose(fp);
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// Decode from checksum
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for (i = 0; i < 4; ++i)
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{
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p = (unsigned char*)&rec.counter[i];
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p[0] -= rec.random[i];
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p[1] -= rec.random[i];
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p[2] -= rec.random[i];
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p[3] -= rec.random[i] / 2;
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}
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// Verify checksum's result
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if (rec.counter[0] != rec.counter[1] || rec.counter[0] != rec.counter[2])
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{
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time_count = 0;
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return 0;
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}
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time_count = rec.counter[0];
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return time_count;
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}
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