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root / proj / src / proj.c @ 258

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#include <lcom/lcf.h>
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#include <lcom/proj.h>
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#include <lcom/liblm.h>
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#include <math.h>
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#include "proj_macros.h"
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#include "proj_func.h"
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#include "kbc.h"
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#include "i8254.h"
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#include "timer.h"
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#include "keyboard.h"
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#include "mouse.h"
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#include "graph.h"
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#include "rtc.h"
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#include "interrupts_func.h"
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#include "graph.h"
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#include "sprite.h"
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#include "rectangle.h"
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#include "font.h"
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#include "ent.h"
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#include "crosshair.h"
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#include "shooter.h"
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#include "pistol.h"
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#include "nothing.h"
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#include "bullet.h"
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#include "map1.h"
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#include "list.h"
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#ifdef DIOGO
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    #include "test7.h"
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#endif
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int main(int argc, char* argv[]) {
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    lcf_set_language("EN-US");
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    lcf_trace_calls("/home/lcom/labs/proj/trace.txt");
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    lcf_log_output("/home/lcom/labs/proj/output.txt");
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    if (lcf_start(argc, argv)) return 1;
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    lcf_cleanup();
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    return 0;
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}
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int(proj_main_loop)(int argc, char *argv[]) {
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    int r;
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    #ifndef DIOGO
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        font_t *consolas = font_ctor("/home/lcom/labs/proj/media/font/Consolas/xpm2");
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        if(consolas == NULL){ printf("Failed to load consolas\n"); return 1; }
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        /// subscribe interrupts
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        if (subscribe_all()) { return 1; }
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        /// initialize graphics
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        if(graph_init(GRAPH_MODE)){
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            printf("%s: failed to initalize graphics.\n", __func__);
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            if (cleanup()) printf("%s: failed to cleanup.\n", __func__);
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            return 1;
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        }
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        /// Load stuff
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        basic_sprite_t       *bsp_crosshair = NULL;
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        basic_sprite_t       *bsp_shooter   = NULL;
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        basic_sprite_t       *bsp_pistol    = NULL;
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        basic_sprite_t       *bsp_nothing   = NULL;
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        basic_sprite_t       *bsp_bullet    = NULL;
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        map_t                *map1          = NULL;
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        sprite_t             *sp_crosshair  = NULL;
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        {
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            graph_clear_screen();
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            text_t *txt = text_ctor(consolas, "Loading...");
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            text_draw(txt);
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            text_dtor(txt);
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            graph_draw();
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            bsp_crosshair = get_crosshair(); if(bsp_crosshair == NULL) printf("Failed to get crosshair\n");
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            bsp_shooter   = get_shooter  (); if(bsp_shooter   == NULL) printf("Failed to get shooter\n");
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            bsp_pistol    = get_pistol   (); if(bsp_pistol    == NULL) printf("Failed to get pistol\n");
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            bsp_nothing   = get_nothing  (); if(bsp_nothing   == NULL) printf("Failed to get nothing\n");
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            bsp_bullet    = get_bullet   (); if(bsp_bullet    == NULL) printf("Failed to get bullet\n");
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            map1          = get_map1     (); if(map1          == NULL) printf("Failed to get map1\n");
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            sp_crosshair = sprite_ctor(bsp_crosshair); if(sp_crosshair == NULL) printf("Failed to get crosshair sprite\n");
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        }
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    #endif
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    #ifdef DIOGO
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        /*
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        graph_clear_screen();
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        rectangle_t *rect = rectangle_ctor(0,0,400,100);
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        rectangle_set_pos(rect,
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                          graph_get_XRes()/2    - rectangle_get_w(rect)/2,
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                          graph_get_YRes()*0.25 - rectangle_get_h(rect)/2);
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        rectangle_set_fill_color(rect, BLACK);
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        rectangle_set_outline_width(rect, 2);
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        rectangle_set_outline_color(rect, WHITE);
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        rectangle_draw(rect);
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        text_t *txt  = text_ctor(consolas, "Hello world!");
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        text_set_color(txt, 0x888888);
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        text_set_pos(txt, rectangle_get_x(rect)+rectangle_get_w(rect)/2,
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                          rectangle_get_y(rect)+rectangle_get_h(rect)/2);
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        text_set_valign(txt, text_valign_center);
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        text_set_halign(txt, text_halign_center);
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        text_draw(txt);
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        text_dtor(txt);
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        graph_draw();
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        rectangle_dtor(rect);
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        list_t *l = list_ctor();
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        int *p = NULL;
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        for(int i = 10; i < 20; ++i){
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            p = malloc(sizeof(int));
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            *p = i;
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            printf("INSERTING %d\n", i);
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            list_insert(l, list_end(l), p);
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            printf("INSERTED, SIZE=%d\n", list_size(l));
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        }
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        list_node_t *it = list_begin(l);
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        while(it != list_end(l)){
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            printf("%d\n", **(int**)list_node_val(it));
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            it = list_node_next(it);
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        }
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        while(list_size(l) > 0){
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            printf("ERASING\n");
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            void *p = list_erase(l, list_begin(l));
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            printf("ERASED %d, SIZE=%d\n", *(int*)p, list_size(l));
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            free(p);
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        }
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        printf("DONE\n");
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        if(list_dtor(l)) printf("COULD NOT DESTRUCT LIST\n");
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        tickdelay(micros_to_ticks(1000000));*/
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        // RTC
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        /*
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        uint8_t date[4], time[3];
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        if (rtc_read_time(time)) return 1;
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        if (rtc_read_date(date)) return 1;
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        printf("Hour: %02d:%02d:%02d\n", time[2], time[1], time[0]);
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        printf("Date: %d, %02d/%02d/%02d\n", date[0], date[1], date[2], date[3]);
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        */
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        //UART
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        unsigned long bits = 8;
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        unsigned long stop = 2;
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        long parity = 0;
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        unsigned long rate = 9600;
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        unsigned char tx = 0; (void)tx;
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        int stringc = 2; (void)stringc;
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        char *strings[] = {"Hello", "world"}; (void)strings;
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        //if((r = ser_test_set(COM1_ADDR, bits, stop, parity, rate))) return r;
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        //if((r = ser_test_conf(COM1_ADDR))) return r;
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        if((r = ser_test_poll(COM1_ADDR, tx, bits, stop, parity, rate, stringc, strings))) return r;
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        printf("DONE\n");
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    #endif
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    #ifndef DIOGO
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        ent_set_scale(DEFAULT_SCALE);
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        text_timer_t *in_game_timer = timer_ctor(consolas);
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        menu_t *main_menu = menu_ctor(consolas);
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        list_t *shooter_list = list_ctor();
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        gunner_t *shooter1 = gunner_ctor(bsp_shooter, bsp_pistol); if(shooter1 == NULL) printf("Failed to get shooter1\n");
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        gunner_set_spawn(shooter1, 75, 75);
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        gunner_set_pos(shooter1, 75, 75);
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        gunner_t *shooter2 = gunner_ctor(bsp_shooter, bsp_nothing);
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        gunner_set_spawn(shooter2, 975, 75);
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        gunner_set_pos(shooter2, 775, 75);
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        list_insert(shooter_list, list_end(shooter_list), shooter1);
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        list_insert(shooter_list, list_end(shooter_list), shooter2);
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        list_t *bullet_list  = list_ctor();
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        ent_set_origin(gunner_get_x(shooter1)-ent_get_XLength()/2.0,
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                       gunner_get_y(shooter1)-ent_get_YLength()/2.0);
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        //uint32_t refresh_count_value = sys_hz() / REFRESH_RATE;
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        double angle; // mouse angle
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        int32_t *mouse_x = get_mouse_X(), *mouse_y = get_mouse_Y();
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        uint8_t last_lb = 0;
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        struct packet pp;
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        keys_t *keys = get_key_presses();
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        /// loop stuff
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        int ipc_status;
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        message msg;
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        int game_state = MENU, click = 0;
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        while (game_state != EXIT) {
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            /* Get a request message. */
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            if ((r = driver_receive(ANY, &msg, &ipc_status)) != 0) {
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                printf("driver_receive failed with %d", r);
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                continue;
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            }
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            if (is_ipc_notify(ipc_status)) { /* received notification */
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                switch (_ENDPOINT_P(msg.m_source)) {
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                    case HARDWARE: /* hardware interrupt notification */
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                        for (uint32_t i = 0, n = 1; i < 32; i++, n <<= 1) {
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                            if (msg.m_notify.interrupts & n) {
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                                interrupt_handler(i);
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                                switch (i) {
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                                case TIMER0_IRQ:
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                                    switch (game_state) {
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                                    case MENU:
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                                        if (no_interrupts % 2 == 0){
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                                            graph_clear_screen();
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                                            game_state = menu_update_state(main_menu, click);
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                                            menu_draw(main_menu);
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                                            click = 0;
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                                            sprite_set_pos(sp_crosshair, *mouse_x, *mouse_y);
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                                            sprite_draw(sp_crosshair);
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                                            graph_draw();
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                                        }
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                                        break;
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                                    case GAME:
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                                        if (no_interrupts % 60 == 0) timer_update(in_game_timer);
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                                        update_movement(map1, shooter1, keys, shooter_list);
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                                        update_game_state(map1, shooter_list, bullet_list);
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                                        //update_scale();
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                                        angle = get_mouse_angle(shooter1);
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                                        gunner_set_angle(shooter1, angle - M_PI_2);
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                                        ent_set_origin(gunner_get_x(shooter1)-ent_get_XLength()/2.0,
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                                                       gunner_get_y(shooter1)-ent_get_YLength()/2.0);
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                                        graph_clear_screen();
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                                        map_draw   (map1);
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                                        gunner_draw_list(shooter_list);
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                                        bullet_draw_list(bullet_list);
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                                        text_draw(in_game_timer->text);
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                                        sprite_set_pos(sp_crosshair, *mouse_x, *mouse_y);
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                                        sprite_draw(sp_crosshair);
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                                        graph_draw();
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                                        break;
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                                    }
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                                    break;
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                                case KBC_IRQ:
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                                    switch (game_state) {
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                                    case MENU:
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                                        if ((scancode[0]) == ESC_BREAK_CODE) game_state = EXIT;
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                                        break;
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                                    case GAME:
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                                        if ((scancode[0]) == ESC_BREAK_CODE) {
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                                            game_state = MENU;
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                                            // reset game
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                                            while(list_size(bullet_list) > 0){
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                                                bullet_t *p = (bullet_t*)list_erase(bullet_list, list_begin(bullet_list));
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                                                bullet_dtor(p);
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                                            }
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                                            list_node_t *it = list_begin(shooter_list);
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                                            while (it != list_end(shooter_list)) {
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                                                gunner_t *p = *(gunner_t**)list_node_val(it);
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                                                get_random_spawn(map1, p);
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                                                gunner_set_curr_health(p, gunner_get_health(p));
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                                                it = list_node_next(it);
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                                            }
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                                            timer_reset(in_game_timer);
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                                        }
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                                        break;
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                                    }
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                                    break;
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                                case MOUSE_IRQ:
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                                    if (counter_mouse_ih >= 3) {
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                                        mouse_parse_packet(packet_mouse_ih, &pp);
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                                        update_mouse(&pp);
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                                        switch (game_state) {
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                                        case MENU:
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                                            if (!click) click = last_lb ^ keys->lb_pressed && keys->lb_pressed;
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                                            break;
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                                        case GAME:
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                                            if (last_lb ^ keys->lb_pressed && keys->lb_pressed)
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                                                shoot_bullet(shooter1, bullet_list, bsp_bullet);
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                                            break;
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                                        }
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                                        last_lb = keys->lb_pressed;
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                                        counter_mouse_ih = 0;
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                                    }
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                                    break;
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                                }
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                            }
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                        }
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                        break;
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                    default:
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                        break; /* no other notifications expected: do nothing */
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                }
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            } else { /* received standart message, not a notification */
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                /* no standart message expected: do nothing */
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            }
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        }
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        while(list_size(shooter_list) > 0){
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            gunner_t *p = list_erase(shooter_list, list_begin(shooter_list));
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            gunner_dtor(p);
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        }
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        while(list_size(bullet_list) > 0){
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            bullet_t *p = (bullet_t*)list_erase(bullet_list, list_begin(bullet_list));
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            bullet_dtor(p);
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        }
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        if(list_dtor(shooter_list)) printf("COULD NOT DESTRUCT SHOOTER LIST\n");
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        if(list_dtor(bullet_list)) printf("COULD NOT DESTRUCT BULLET LIST\n");
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        timer_dtor(in_game_timer); in_game_timer = NULL;
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        basic_sprite_dtor      (bsp_crosshair); bsp_crosshair = NULL;
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        basic_sprite_dtor      (bsp_shooter  ); bsp_shooter   = NULL;
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        sprite_dtor            (sp_crosshair ); sp_crosshair  = NULL;
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        basic_sprite_dtor      (bsp_pistol   ); bsp_pistol    = NULL;
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        basic_sprite_dtor      (bsp_nothing  ); bsp_nothing   = NULL;
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        map_dtor               (map1         ); map1          = NULL;
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        font_dtor              (consolas     ); consolas      = NULL;
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        // Unsubscribe interrupts
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        if (unsubscribe_all()) {
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            if (cleanup())
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                printf("%s: failed to cleanup.\n", __func__);
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            return 1;
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        }
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        if (cleanup()) {
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            printf("%s: failed to cleanup.\n", __func__);
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            return 1;
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        }
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    #endif
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    return 0;
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}