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319 lines
7.7 KiB
C
319 lines
7.7 KiB
C
/**
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@file main_csfml.c
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This is a csfml (C binding for SFML) implementation of the game front end.
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This is another alternative to the SDL for the PC. This front end is more
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minimal and simple than the SDL, so it's better as a learning resource.
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by Miloslav Ciz (drummyfish), 2020
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Released under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/)
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plus a waiver of all other intellectual property. The goal of this work is
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be and remain completely in the public domain forever, available for any use
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whatsoever.
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*/
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#include <SFML/Audio.h>
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#include <SFML/Graphics.h>
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#include <SFML/System.h>
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#include <stdint.h>
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#include <stdio.h>
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#include <SFML/Audio/Types.h>
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#define SFG_SCREEN_RESOLUTION_X 640
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#define SFG_SCREEN_RESOLUTION_Y 480
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#define SFG_DITHERED_SHADOW 1
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#define SFG_DIMINISH_SPRITES 1
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#define SFG_RESOLUTION_SCALEDOWN 1
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#define MUSIC_VOLUME 16
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#define WINDOW_SIZE (SFG_SCREEN_RESOLUTION_X * SFG_SCREEN_RESOLUTION_Y)
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#include "game.h"
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#include "sounds.h"
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uint32_t windowPixels[WINDOW_SIZE];
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uint32_t paletteRGB32[256]; // SFML can't do 565, so precompute RGB here
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sfClock *clock;
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sfRenderWindow* window;
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uint8_t musicOn = 0;
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int8_t SFG_keyPressed(uint8_t key)
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{
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#define k(x) sfKeyboard_isKeyPressed(sfKey ## x)
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switch (key)
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{
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case SFG_KEY_UP: return k(W) || k(Up) || k(Num8); break;
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case SFG_KEY_RIGHT: return k(E) || k(Right) || k(Num6);
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break;
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case SFG_KEY_DOWN:
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return k(S) || k(Down) || k(Num5) || k (Num2); break;
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case SFG_KEY_LEFT: return k(Q) || k(Left) || k(Num4); break;
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case SFG_KEY_A:
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return k(J) || k(Return) || k(LShift) ||
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sfMouse_isButtonPressed(sfMouseLeft); break;
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case SFG_KEY_B: return k(K) || k(LControl) || k(RControl); break;
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case SFG_KEY_C: return k(L); break;
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case SFG_KEY_JUMP: return k(Space); break;
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case SFG_KEY_STRAFE_LEFT: return k(A) || k(Num7); break;
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case SFG_KEY_STRAFE_RIGHT: return k(D) || k(Num9); break;
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case SFG_KEY_MAP: return k(Tab); break;
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case SFG_KEY_CYCLE_WEAPON: return k(F);
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case SFG_KEY_TOGGLE_FREELOOK:
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return sfMouse_isButtonPressed(sfMouseRight);
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break;
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case SFG_KEY_NEXT_WEAPON:
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/* TODO
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if (sdlKeyboardState[SDL_SCANCODE_P] || sdlKeyboardState[SDL_SCANCODE_X])
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return 1;
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if (sdlMouseWheelState > 0)
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{
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sdlMouseWheelState--;
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return 1;
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}
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*/
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return 0;
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break;
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case SFG_KEY_PREVIOUS_WEAPON:
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/* TODO
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if (sdlKeyboardState[SDL_SCANCODE_O] || sdlKeyboardState[SDL_SCANCODE_Y]
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|| sdlKeyboardState[SDL_SCANCODE_Z])
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return 1;
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if (sdlMouseWheelState < 0)
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{
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sdlMouseWheelState++;
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return 1;
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}
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return 0;
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*/
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break;
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case SFG_KEY_MENU: return sfKeyboard_isKeyPressed(sfKeyEscape); break;
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default: return 0; break;
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#undef k
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}
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return 0;
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}
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void SFG_getMouseOffset(int16_t *x, int16_t *y)
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{
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sfVector2u s = sfWindow_getSize((const sfWindow *) window);
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sfVector2i p = sfMouse_getPosition((const sfWindow *) window);
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s.x /= 2;
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s.y /= 2;
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*x = p.x - s.x;
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*y = p.y - s.y;
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p.x = s.x;
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p.y = s.y;
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sfMouse_setPosition(p,(const sfWindow *) window);
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}
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uint32_t SFG_getTimeMs()
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{
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return sfClock_getElapsedTime(clock).microseconds / 1000 ;
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}
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void SFG_sleepMs(uint16_t timeMs)
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{
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sfTime t;
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t.microseconds = timeMs * 1000;
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sfSleep(t);
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}
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void SFG_setPixel(uint16_t x, uint16_t y, uint8_t colorIndex)
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{
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windowPixels[y * SFG_SCREEN_RESOLUTION_X + x] = paletteRGB32[colorIndex];
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}
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void SFG_setMusic(uint8_t value)
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{
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switch (value)
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{
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case SFG_MUSIC_TURN_ON: musicOn = 1; break;
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case SFG_MUSIC_TURN_OFF: musicOn = 0; break;
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case SFG_MUSIC_NEXT: SFG_nextMusicTrack(); break;
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default: break;
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}
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}
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void SFG_processEvent(uint8_t event, uint8_t data)
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{
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}
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void SFG_save(uint8_t data[SFG_SAVE_SIZE])
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{
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FILE *f = fopen("anarch.sav","wb");
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if (f == NULL)
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return;
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fwrite(data,1,SFG_SAVE_SIZE,f);
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fclose(f);
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}
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uint8_t SFG_load(uint8_t data[SFG_SAVE_SIZE])
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{
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FILE *f = fopen("anarch.sav","rb");
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if (f != NULL)
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{
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fread(data,1,SFG_SAVE_SIZE,f);
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fclose(f);
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}
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return 1;
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}
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/* Because of the csfml sound API we won't use circular audio buffer, but a
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linear buffer that is at each audio update shifted to the left. */
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sfSoundStream *sound;
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#define AUDIO_BUFFER_SIZE (SFG_SFX_SAMPLE_COUNT * 2) // total size of the buffer
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#define AUDIO_BUFFER_OFFSET 400 /* size of the beginning portion of the buffer
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that's being played, while the other part
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is being filled with audio */
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#if AUDIO_BUFFER_OFFSET * 2 > AUDIO_BUFFER_SIZE
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#error "AUDIO_BUFFER_OFFSET must be at most half of AUDIO_BUFFER_SIZE"
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#endif
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int16_t audioBuffer[AUDIO_BUFFER_SIZE];
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uint32_t audioUpdateFrame = 0; // game frame at which audio buffer fill happened
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static inline int16_t mixSamples(int16_t sample1, int16_t sample2)
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{
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return sample1 + sample2;
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}
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void SFG_playSound(uint8_t soundIndex, uint8_t volume)
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{
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uint16_t volumeScale = 1 << (volume / 37);
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uint32_t pos = AUDIO_BUFFER_OFFSET +
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((SFG_game.frame - audioUpdateFrame) * SFG_MS_PER_FRAME * 8);
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for (int i = 0; i < SFG_SFX_SAMPLE_COUNT; ++i)
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{
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if (pos >= AUDIO_BUFFER_SIZE)
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break;
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audioBuffer[pos] = mixSamples(audioBuffer[pos],
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(128 - SFG_GET_SFX_SAMPLE(soundIndex,i)) * volumeScale);
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pos++;
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}
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}
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sfBool soundFill(sfSoundStreamChunk *data, void *userdata)
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{
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for (uint32_t i = 0; i < AUDIO_BUFFER_SIZE - AUDIO_BUFFER_OFFSET; ++i)
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audioBuffer[i] = audioBuffer[i + AUDIO_BUFFER_OFFSET];
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for (uint32_t i = AUDIO_BUFFER_SIZE - AUDIO_BUFFER_OFFSET;
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i < AUDIO_BUFFER_SIZE; ++i)
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audioBuffer[i] = 0;
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if (musicOn)
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for (uint32_t i = 0; i < AUDIO_BUFFER_OFFSET; ++i) // mix in the music
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{
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audioBuffer[i] = mixSamples((SFG_getNextMusicSample() -
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SFG_musicTrackAverages[SFG_MusicState.track]) * MUSIC_VOLUME,
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audioBuffer[i]);
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}
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data->samples = audioBuffer;
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data->sampleCount = AUDIO_BUFFER_OFFSET;
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audioUpdateFrame = SFG_game.frame;
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return sfTrue;
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}
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void soundSeek(sfTime t, void *userData)
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{
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}
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int main()
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{
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sfVideoMode mode = {SFG_SCREEN_RESOLUTION_X, SFG_SCREEN_RESOLUTION_Y, 32};
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sfEvent event;
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clock = sfClock_create();
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sfClock_restart(clock);
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SFG_init();
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for (int i = 0; i < AUDIO_BUFFER_SIZE; ++i)
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audioBuffer[i] = 0;
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sound = sfSoundStream_create(soundFill,soundSeek,1,8000,0);
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for (int i = 0; i < 256; ++i) // precompute RGB palette
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{
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uint16_t col565 = paletteRGB565[i];
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paletteRGB32[i] = 0xff000000 | ((col565 << 19) & 0xf80000) |
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((col565 << 5) & 0xfc00) | ((col565 >> 8) & 0xf8);
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}
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sfTexture* windowTexture =
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sfTexture_create(SFG_SCREEN_RESOLUTION_X,SFG_SCREEN_RESOLUTION_Y);
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sfTexture_setSmooth(windowTexture,sfTrue);
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sfSprite* windowSprite = sfSprite_create();
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window = sfRenderWindow_create(mode, "Anarch", sfResize | sfClose, NULL);
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sfSprite_setTexture(windowSprite, windowTexture, sfTrue);
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sfWindow_setMouseCursorVisible((sfWindow *) window,sfFalse);
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sfWindow_setVerticalSyncEnabled((sfWindow *) window,sfFalse);
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sfSoundStream_play(sound);
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while (sfRenderWindow_isOpen(window))
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{
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while (sfRenderWindow_pollEvent(window,&event))
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if (event.type == sfEvtClosed)
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sfRenderWindow_close(window);
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if (!SFG_mainLoopBody())
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break;
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sfTexture_updateFromPixels(windowTexture,(const sfUint8 *) windowPixels,
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SFG_SCREEN_RESOLUTION_X,SFG_SCREEN_RESOLUTION_Y,0,0);
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sfRenderWindow_clear(window, sfBlack);
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sfRenderWindow_drawSprite(window,windowSprite,NULL);
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sfRenderWindow_display(window);
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}
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sfSoundStream_stop(sound);
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sfSoundStream_destroy(sound);
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sfSprite_destroy(windowSprite);
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sfTexture_destroy(windowTexture);
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sfRenderWindow_destroy(window);
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sfClock_destroy(clock);
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return 0;
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}
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