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12 changed files with 720 additions and 769 deletions
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@ -1,128 +1,129 @@
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#include "01_automato.h"
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void do_attaching(void) {
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GameState_t* state = get_game_state();
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long long current_time = get_current_time_ms();
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// Если только что вошли в Attaching - размещаем фигуру и запускаем таймер
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if (!state->attach_completed) {
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// Первый вход в Attaching
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if (state->attach_start_time == 0) {
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place_figure();
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clear_lines();
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state->attach_start_time = current_time;
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state->attach_completed = 0;
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}
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// Проверяем, прошло ли 350мс
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if (current_time - state->attach_start_time >= ATTACH_DELAY_MS) {
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state->attach_completed = 1;
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state->attach_start_time = 0; // Сбрасываем таймер
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// Проверяем game over и переходим
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int game_over = is_game_over();
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if (game_over) {
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state->state = GameOver;
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} else {
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state->state = Spawn;
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}
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state->attach_completed = 0; // Сбрасываем флаг для следующего attach
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}
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// Иначе остаёмся в Attaching и ждём
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GameState_t *state = get_game_state();
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long long current_time = get_current_time_ms();
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// Если только что вошли в Attaching - размещаем фигуру и запускаем таймер
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if (!state->attach_completed) {
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// Первый вход в Attaching
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if (state->attach_start_time == 0) {
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place_figure();
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clear_lines();
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state->attach_start_time = current_time;
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state->attach_completed = 0;
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}
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// Проверяем, прошло ли 350мс
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if (current_time - state->attach_start_time >= ATTACH_DELAY_MS) {
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state->attach_completed = 1;
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state->attach_start_time = 0; // Сбрасываем таймер
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// Проверяем game over и переходим
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int game_over = is_game_over();
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if (game_over) {
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state->state = GameOver;
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} else {
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state->state = Spawn;
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}
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state->attach_completed = 0; // Сбрасываем флаг для следующего attach
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}
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// Иначе остаёмся в Attaching и ждём
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}
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}
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int check_collision() {
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GameState_t* state = get_game_state();
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Figure_t* fig = &state->curr;
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int collision_detected = 0;
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GameState_t *state = get_game_state();
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Figure_t *fig = &state->curr;
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int collision_detected = 0;
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for (int i = 0; i < 4 && !collision_detected; ++i) {
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for (int j = 0; j < 4 && !collision_detected; ++j) {
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if (fig->mtrx[i][j]) {
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int x = fig->x + j;
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int y = fig->y + i;
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for (int i = 0; i < 4 && !collision_detected; ++i) {
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for (int j = 0; j < 4 && !collision_detected; ++j) {
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if (fig->mtrx[i][j]) {
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int x = fig->x + j;
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int y = fig->y + i;
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int out_of_bounds = (x < 0 || x >= FIELD_WIDTH || y >= FIELD_HEIGHT);
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int hits_placed_block = (y >= 0 && state->field[y][x]);
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if (out_of_bounds || hits_placed_block) {
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collision_detected = 1;
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}
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}
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int out_of_bounds = (x < 0 || x >= FIELD_WIDTH || y >= FIELD_HEIGHT);
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int hits_placed_block = (y >= 0 && state->field[y][x]);
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if (out_of_bounds || hits_placed_block) {
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collision_detected = 1;
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}
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}
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}
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return collision_detected;
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}
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return collision_detected;
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}
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void place_figure() {
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GameState_t* state = get_game_state();
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Figure_t* fig = &state->curr;
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GameState_t *state = get_game_state();
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Figure_t *fig = &state->curr;
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for (int i = 0; i < 4; ++i) {
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for (int j = 0; j < 4; ++j) {
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if (fig->mtrx[i][j]) {
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int x = fig->x + j;
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int y = fig->y + i;
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if (y >= 0 && y < FIELD_HEIGHT && x >= 0 && x < FIELD_WIDTH) {
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state->field[y][x] = 2;
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}
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}
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for (int i = 0; i < 4; ++i) {
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for (int j = 0; j < 4; ++j) {
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if (fig->mtrx[i][j]) {
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int x = fig->x + j;
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int y = fig->y + i;
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if (y >= 0 && y < FIELD_HEIGHT && x >= 0 && x < FIELD_WIDTH) {
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state->field[y][x] = 2;
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}
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}
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}
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}
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}
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void shift_lines_down(int from_row) {
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GameState_t* state = get_game_state();
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for (int y = from_row; y > 0; --y) {
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for (int x = 0; x < FIELD_WIDTH; ++x) {
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state->field[y][x] = state->field[y - 1][x];
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}
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}
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GameState_t *state = get_game_state();
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for (int y = from_row; y > 0; --y) {
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for (int x = 0; x < FIELD_WIDTH; ++x) {
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state->field[0][x] = 0;
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state->field[y][x] = state->field[y - 1][x];
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}
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}
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for (int x = 0; x < FIELD_WIDTH; ++x) {
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state->field[0][x] = 0;
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}
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}
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void clear_lines() {
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GameState_t* state = get_game_state();
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int lines_cleared = 0;
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GameState_t *state = get_game_state();
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int lines_cleared = 0;
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for (int i = FIELD_HEIGHT - 1; i >= 0; --i) {
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int full = 1;
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for (int j = 0; j < FIELD_WIDTH; ++j) {
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if (state->field[i][j] != 2) {
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full = 0;
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}
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}
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if (full) {
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shift_lines_down(i);
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lines_cleared++;
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i++;
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}
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for (int i = FIELD_HEIGHT - 1; i >= 0; --i) {
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int full = 1;
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for (int j = 0; j < FIELD_WIDTH; ++j) {
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if (state->field[i][j] != 2) {
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full = 0;
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}
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}
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if (lines_cleared > 0) {
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int points[] = {0, POINTS_ONE_LINE, POINTS_TWO_LINES, POINTS_THREE_LINES, POINTS_FOUR_LINES};
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state->info->score += points[lines_cleared];
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if (state->info->score > state->info->high_score) {
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state->info->high_score = state->info->score;
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}
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int new_level = (state->info->score / SCORE_PER_LEVEL) + 1;
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if (new_level > MAX_LEVEL) {
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new_level = MAX_LEVEL;
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}
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if (new_level > state->info->level) {
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state->info->level = new_level;
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state->info->speed = new_level + (new_level / 2);
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}
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if (full) {
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shift_lines_down(i);
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lines_cleared++;
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i++;
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}
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}
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if (lines_cleared > 0) {
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int points[] = {0, POINTS_ONE_LINE, POINTS_TWO_LINES, POINTS_THREE_LINES,
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POINTS_FOUR_LINES};
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state->info->score += points[lines_cleared];
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if (state->info->score > state->info->high_score) {
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state->info->high_score = state->info->score;
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}
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int new_level = (state->info->score / SCORE_PER_LEVEL) + 1;
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if (new_level > MAX_LEVEL) {
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new_level = MAX_LEVEL;
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}
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if (new_level > state->info->level) {
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state->info->level = new_level;
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state->info->speed = new_level + (new_level / 2);
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}
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}
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}
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