git repos / blockattack-game

blame: source/code/levelselect.cpp

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/*
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===========================================================================
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blockattack - Block Attack - Rise of the Blocks
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Copyright (C) 2005-2016 Poul Sander
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program.  If not, see http://www.gnu.org/licenses/
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Source information and contacts persons can be found at
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http://www.blockattack.net
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===========================================================================
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*/
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#include "levelselect.hpp"
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#include "SDL.h"
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#include "common.h"
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#include "global.hpp"
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#include "puzzlehandler.hpp"
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#include "stageclearhandler.hpp"
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#include "MenuSystem.h"
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using std::string;
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using std::cerr;
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using std::cout;
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using std::exception;
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using std::vector;
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static bool bMouseUp;              //true if the mouse(1) is unpressed
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static void NFont_Write(SDL_Renderer* target, int x, int y, const std::string& text) {
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	globalData.nf_standard_blue_font.draw(target, x, y, "%s", text.c_str());
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}
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//The function that allows the player to choose PuzzleLevel
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int PuzzleLevelSelect(int Type) {
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	const int xplace = 200;
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	const int yplace = 300;
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	int levelNr = 0;
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	int oldmousex = 0;
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	int oldmousey = 0;
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	bool levelSelected = false;
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	int nrOfLevels = 0;
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	Uint32 totalScore = 0;
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	Uint32 totalTime = 0;
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	int selected = 0;
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	//Loads the levels, if they havn't been loaded:
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	if (Type == 0) {
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		LoadPuzzleStages();
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	}
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	if (Type == 0) {
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		nrOfLevels = PuzzleGetNumberOfPuzzles();
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	}
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	if (Type == 1) {
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		LoadStageClearStages();
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		totalScore = GetTotalScore();
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		totalTime = GetTotalTime();
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		nrOfLevels = GetNrOfLevels();
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	}
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	while (!levelSelected) {
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		SDL_Delay(1);
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		auto ticks = SDL_GetTicks();
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		DrawBackground(globalData.screen);
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		globalData.iCheckBoxArea.Draw(globalData.screen,ticks,xplace,yplace);
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		if (Type == 0) {
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			NFont_Write(globalData.screen, xplace+12,yplace+2,_("Select Puzzle") );
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		}
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		if (Type == 1) {
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			NFont_Write(globalData.screen, xplace+12,yplace+2, _("Stage Clear Level Select") );
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		}
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		//Now drow the fields you click in (and a V if clicked):
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		for (int i = 0; i < nrOfLevels; i++) {
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			globalData.iLevelCheckBox.Draw(globalData.screen, ticks, xplace+10+(i%10)*50, yplace+60+(i/10)*50);
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			if (i==selected) {
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				globalData.iLevelCheckBoxMarked.Draw(globalData.screen, ticks, xplace+10+(i%10)*50, yplace+60+(i/10)*50);
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			}
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			if (Type == 0 && PuzzleIsCleared(i)) {
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				globalData.iLevelCheck.Draw(globalData.screen,ticks, xplace+10+(i%10)*50, yplace+60+(i/10)*50);
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			}
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			if (Type == 1 && IsStageCleared(i)) {
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				globalData.iLevelCheck.Draw(globalData.screen, ticks, xplace+10+(i%10)*50, yplace+60+(i/10)*50);
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			}
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		}
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		SDL_Event event;
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		while ( SDL_PollEvent(&event) ) {
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			UpdateMouseCoordinates(event, globalData.mousex, globalData.mousey);
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			if ( event.type == SDL_QUIT ) {
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				Config::getInstance()->setShuttingDown(5);
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				levelNr = -1;
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				levelSelected = true;
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			}
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			if (isEscapeEvent(event)) {
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				levelNr = -1;
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				levelSelected = true;
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			}
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			if (isConfirmEvent(event)) {
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				levelNr = selected;
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				levelSelected = true;
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			}
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			if (isRightEvent(event)) {
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				++selected;
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				if (selected >= nrOfLevels) {
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					selected = 0;
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				}
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			}
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			if (isLeftEvent(event)) {
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				--selected;
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				if (selected < 0) {
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					selected = nrOfLevels-1;
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				}
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			}
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			if (isDownEvent(event)) {
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				selected+=10;
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				if (selected >= nrOfLevels) {
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					selected-=10;
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				}
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			}
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			if (isUpEvent(event)) {
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				selected-=10;
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				if (selected < 0) {
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					selected+=10;
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				}
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			}
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		}
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		SDL_GetKeyboardState(nullptr);
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		if (globalData.mousex != oldmousex || globalData.mousey != oldmousey) {
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			int tmpSelected = -1;
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			int j;
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			for (j = 0; (tmpSelected == -1) && ( (j<nrOfLevels/10)||((j<nrOfLevels/10+1)&&(nrOfLevels%10 != 0)) ); j++) {
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				if ((60+j*50<globalData.mousey-yplace)&&(globalData.mousey-yplace<j*50+92)) {
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					tmpSelected = j*10;
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				}
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			}
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			if (tmpSelected != -1) {
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				for (int k = 0; (( (!(nrOfLevels%10) || k<nrOfLevels-10*(j-1)) )&&(k<10)); k++) {
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					if ((10+k*50<globalData.mousex-xplace)&&(globalData.mousex-xplace<k*50+42)) {
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						tmpSelected +=k;
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						selected = tmpSelected;
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					}
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				}
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			}
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		}
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		oldmousey = globalData.mousey;
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		oldmousex= globalData.mousex;
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		// If the mouse button is released, make bMouseUp equal true
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		if ( !(SDL_GetMouseState(nullptr, nullptr)&SDL_BUTTON(1)) ) {
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			bMouseUp=true;
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		}
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		if (SDL_GetMouseState(nullptr,nullptr)&SDL_BUTTON(1) && bMouseUp) {
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			bMouseUp = false;
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			int levelClicked = -1;
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			int i;
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			for (i = 0; (i<nrOfLevels/10)||((i<nrOfLevels/10+1)&&(nrOfLevels%10 != 0)); i++)
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				if ((60+i*50<globalData.mousey-yplace)&&(globalData.mousey-yplace<i*50+92)) {
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					levelClicked = i*10;
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				}
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			i++;
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			if (levelClicked != -1)
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				for (int j = 0; ((j<nrOfStageLevels%(i*10))&&(j<10)); j++)
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					if ((10+j*50<globalData.mousex-xplace)&&(globalData.mousex-xplace<j*50+42)) {
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						levelClicked +=j;
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						levelSelected = true;
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						levelNr = levelClicked;
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					}
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		}
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		if (Type == 1) {
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			string scoreString = SPrintStringF(_("Best score: %i"), GetStageScores(selected)) ;
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			string timeString = SPrintStringF(_("Time used: %s"),"-- : --");
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			if (GetStageTime(selected)>0) {
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				timeString = SPrintStringF(_("Time used: %d : %02d"), GetStageTime(selected)/1000/60, (GetStageTime(selected)/1000)%60);
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			}
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			NFont_Write(globalData.screen, 200,200,scoreString.c_str());
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			NFont_Write(globalData.screen, 200,250,timeString.c_str());
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			string totalString = SPrintStringF(_("Total score: %i in %i:%02i"), totalScore, totalTime/1000/60, ((totalTime/1000)%60) );
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			NFont_Write(globalData.screen, 200,600,totalString.c_str());
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		}
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		globalData.mouse.Draw(globalData.screen, SDL_GetTicks(), globalData.mousex, globalData.mousey);
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		SDL_RenderPresent(globalData.screen); //draws it all to the screen
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	}
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	DrawBackground(globalData.screen);
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	return levelNr;
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}