Implemented in game menu
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9a887ab964
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7
TODO.txt
7
TODO.txt
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@ -25,9 +25,12 @@ x XP
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x Statistics
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x More stuff to count
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x Particle engine for blood splatter (keep it light!!!)
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- Prevent level exit from spawning on occupied spot
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- Menus
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x Prevent level exit from spawning on occupied spot
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o Menus
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x Main menu
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x In game menu
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- Player death (graphic or text?)
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- Sound?
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- Make things less difficult and more interesting
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- Interesting items
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- A different license perhaps?
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107
src/main.c
107
src/main.c
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@ -20,6 +20,7 @@
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#include "gui_button.h"
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#include "particle_engine.h"
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#include "menu.h"
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#include "keyboard.h"
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static SDL_Window *gWindow = NULL;
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static SDL_Renderer *gRenderer = NULL;
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@ -32,6 +33,7 @@ static unsigned int cLevel = 1;
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static float deltaTime = 1.0;
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static double renderScale = 1.0;
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static Menu *mainMenu = NULL;
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static Menu *inGameMenu = NULL;
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static Timer *menuTimer = NULL;
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static GameState gGameState;
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static Camera gCamera;
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@ -40,7 +42,16 @@ static SDL_Rect bottomGuiViewport;
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static SDL_Rect rightGuiViewport;
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static SDL_Rect menuViewport;
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static SDL_Color C_MENU_DEFAULT = { 255, 255, 0, 0 };
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static SDL_Color C_MENU_HOVER = { 255, 0, 0, 0 };
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struct MENU_ITEM {
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char label[20];
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void (*callback)(void*);
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};
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static void resetGame(void);
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static void initMainMenu(void);
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static
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bool initSDL(void)
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@ -159,34 +170,38 @@ exitGame(void *unused)
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}
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static void
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initMainMenu(void)
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toggleInGameMenu(void *unused)
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{
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static SDL_Color C_DEFAULT = { 255, 255, 0, 0 };
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static SDL_Color C_HOVER = { 255, 0, 0, 0 };
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UNUSED(unused);
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if (gGameState == PLAYING)
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gGameState = IN_GAME_MENU;
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else
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gGameState = PLAYING;
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}
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struct MENU_ITEM {
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char label[20];
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void (*callback)(void*);
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};
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struct MENU_ITEM menu_items[] = {
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{ "PLAY", startGame },
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{ "QUIT", exitGame },
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};
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static void
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goToMainMenu(void *unused)
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{
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UNUSED(unused);
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gGameState = MENU;
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menu_destroy(inGameMenu);
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inGameMenu = NULL;
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initMainMenu();
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}
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mainMenu = menu_create();
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static void
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createMenu(Menu **menu, struct MENU_ITEM menu_items[], unsigned int size)
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{
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if (*menu == NULL)
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*menu = menu_create();
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if (gMap)
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map_destroy(gMap);
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gMap = map_lua_generator_single_room__run(cLevel, gRenderer);
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for (unsigned int i = 0; i < 2; ++i) {
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for (unsigned int i = 0; i < size; ++i) {
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int hcenter;
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Sprite *s1 = sprite_create();
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sprite_load_text_texture(s1, "assets/GUI/SDS_8x8.ttf", 0, 25);
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texture_load_from_text(s1->textures[0], menu_items[i].label,
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C_DEFAULT, gRenderer);
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C_MENU_DEFAULT, gRenderer);
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hcenter = (SCREEN_WIDTH/2) - (s1->textures[0]->dim.width/2);
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s1->pos = (Position) { hcenter, 200 + (i*50) };
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@ -195,15 +210,46 @@ initMainMenu(void)
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Sprite *s2 = sprite_create();
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sprite_load_text_texture(s2, "assets/GUI/SDS_8x8.ttf", 0, 25);
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texture_load_from_text(s2->textures[0], menu_items[i].label,
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C_HOVER, gRenderer);
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C_MENU_HOVER, gRenderer);
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s2->pos = (Position) { hcenter, 200 + (i*50) };
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s2->fixed = true;
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menu_item_add(mainMenu, s1, s2, menu_items[i].callback);
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menu_item_add(*menu, s1, s2, menu_items[i].callback);
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}
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}
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static void
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initInGameMenu(void)
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{
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struct MENU_ITEM menu_items[] = {
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{ "RESUME", toggleInGameMenu },
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{ "MAIN MENU", goToMainMenu },
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{ "QUIT", exitGame },
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};
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if (inGameMenu)
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menu_destroy(inGameMenu);
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createMenu(&inGameMenu, menu_items, 3);
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}
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static void
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initMainMenu(void)
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{
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struct MENU_ITEM menu_items[] = {
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{ "PLAY", startGame },
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{ "QUIT", exitGame },
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};
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if (gMap)
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map_destroy(gMap);
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gMap = map_lua_generator_single_room__run(cLevel, gRenderer);
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createMenu(&mainMenu, menu_items, 2);
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}
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static void
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resetGame(void)
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{
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@ -214,9 +260,12 @@ resetGame(void)
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mainMenu = NULL;
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}
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initInGameMenu();
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if (gMap)
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map_destroy(gMap);
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cLevel = 1;
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info("Building new map");
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gMap = map_lua_generator_run(cLevel, gRenderer);
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gPlayer->sprite->pos = (Position) {
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@ -256,6 +305,8 @@ bool handle_events(void)
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while (SDL_PollEvent(&event) != 0) {
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if (event.type == SDL_QUIT) {
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quit = true;
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} else if (keyboard_press(SDLK_ESCAPE, &event)) {
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toggleInGameMenu(NULL);
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} else if (gGameState == PLAYING) {
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gPlayer->handle_event(gPlayer,
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gRoomMatrix,
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@ -265,6 +316,8 @@ bool handle_events(void)
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roommatrix_handle_event(gRoomMatrix, &event);
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} else if (gGameState == MENU) {
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menu_handle_event(mainMenu, &event);
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} else if (gGameState == IN_GAME_MENU) {
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menu_handle_event(inGameMenu, &event);
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}
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pointer_handle_event(gPointer, &event);
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}
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@ -340,6 +393,12 @@ run_game(void)
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BOTTOM_GUI_HEIGHT, &gCamera);
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SDL_RenderSetViewport(gRenderer, NULL);
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if (gGameState == IN_GAME_MENU) {
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SDL_Rect dimmer = { 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT };
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SDL_SetRenderDrawColor(gRenderer, 0, 0, 0, 150);
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SDL_RenderFillRect(gRenderer, &dimmer);
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menu_render(inGameMenu, &gCamera);
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}
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pointer_render(gPointer, &gCamera);
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SDL_RenderPresent(gRenderer);
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@ -396,14 +455,12 @@ void run(void)
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switch (gGameState) {
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case PLAYING:
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case IN_GAME_MENU:
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run_game();
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break;
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case MENU:
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run_menu();
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break;
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case IN_GAME_MENU:
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fatal("IN_GAME_MENU not implemented");
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break;
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case GAME_OVER:
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fatal("GAME_OVER not implemented");
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break;
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@ -440,6 +497,8 @@ void close(void)
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map_destroy(gMap);
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if (mainMenu)
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menu_destroy(mainMenu);
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if (inGameMenu)
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menu_destroy(inGameMenu);
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roommatrix_destroy(gRoomMatrix);
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gui_destroy(gGui);
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