36e64a3f84
git-svn-id: svn://kolibrios.org@9602 a494cfbc-eb01-0410-851d-a64ba20cac60
175 lines
3.9 KiB
C
175 lines
3.9 KiB
C
/*
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Memory Blocks for KolibriOS v1.2
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Leency&Veliant Edition
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2008-2020
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*/
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#define MEMSIZE 1024 * 20
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#define ENTRY_POINT #main
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#include "..\lib\gui.h"
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#include "..\lib\random.h"
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#define BTN_CLOSED 0
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#define BTN_PRESSED 1
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#define BTN_OPEN 2
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#define CELL_SIZE 43
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#define PANEL_Y CELL_SIZE+4*6 + 4
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#define PANEL_H 36
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#define WIN_W CELL_SIZE+4*10 + 4
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#define WIN_H PANEL_Y+PANEL_H
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#define ROWS 6
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#define COLS 10
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#define COUNT ROWS*COLS
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#ifdef LANG_RUS
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#define LABEL_NEW_GAME "<22>®¢ ï ¨£à ";
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#else
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#define LABEL_NEW_GAME " New game";
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#endif
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int bitstat[COUNT], bitpict[COUNT];
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dword butonsx[COUNT], butonsy[COUNT];
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dword firstbit, secondbit;
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int count;
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void main()
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{
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dword id;
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mem_init();
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NewGame();
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loop() switch(@WaitEvent())
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{
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case evKey:
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//if (@GetKeyScancode()==SCAN_CODE_F2) NewGame();
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break;
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case evButton:
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id = @GetButtonID();
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if (id==1) @ExitProcess();
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else if (id==5) NewGame();
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else {
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id -= 100;
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if (bitstat[id] == BTN_CLOSED)
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{
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if (firstbit != 0x0BAD)
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{
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if (secondbit != 0x0BAD)
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{
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if (bitpict[firstbit] == bitpict[secondbit])
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bitstat[firstbit] = bitstat[secondbit] = BTN_OPEN;
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else
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bitstat[firstbit] = bitstat[secondbit] = BTN_CLOSED;
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ReDraw_Game_Button(firstbit);
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ReDraw_Game_Button(secondbit);
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secondbit = 0x0BAD;
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firstbit = id;
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count++;
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} else if (firstbit != id) {
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secondbit = id;
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count++;
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}
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} else {
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firstbit = id;
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count++;
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}
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}
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bitstat[id] = BTN_PRESSED;
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ReDraw_Game_Button(id);
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Draw_Count();
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}
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break;
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case evReDraw:
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sc.get();
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DefineAndDrawWindow(215,100,WIN_W + 9,WIN_H+4+GetSkinHeight(),
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0x34,0xC0C0C0,"Memory Blocks",0);
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Draw_Panel();
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Draw_Game_Pole();
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}
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}
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void NewGame()
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{
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int off;
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int i;
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FOR (i = 0; i < COUNT; i++)
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{
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bitstat[i] = 0;
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bitpict[i] = 0;
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}
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count = 0;
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firstbit = secondbit = 0x0BAD;
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FOR (i = 0; i < COUNT/2; i++)
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{
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do off = random(COUNT); while (bitpict[off] != 0);
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bitpict[off] = i;
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do off = random(COUNT); while (bitpict[off] != 0);
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bitpict[off] = i;
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}
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Draw_Game_Pole();
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Draw_Panel();
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}
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void Draw_Game_Pole()
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{
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int i;
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byte j;
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for (j = 0; j < COLS; j++) for (i = 0; i < ROWS; i++)
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{
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butonsx[j*ROWS+i] = CELL_SIZE+4 * j + 4; //save coordinates to avoid
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butonsy[j*ROWS+i] = CELL_SIZE+4 * i + 4; //their recalculation after
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ReDraw_Game_Button(j*ROWS + i);
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}
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}
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void ReDraw_Game_Button(int id)
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{
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dword xx, yy;
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xx = butonsx[id];
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yy = butonsy[id];
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DefineButton(xx, yy, CELL_SIZE, CELL_SIZE, 100 + BT_HIDE + id, 0);
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DrawRectangle3D(xx, yy, CELL_SIZE, CELL_SIZE, 0x94AECE, 0x94AECE);//border
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switch (bitstat[id])
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{
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case BTN_CLOSED:
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DrawRectangle3D(xx + 1, yy + 1, CELL_SIZE-2, CELL_SIZE-2, 0xFFFFFF, 0xDEDEDE);//bump
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DrawBar(xx + 2, yy + 2, CELL_SIZE-3, CELL_SIZE-3, 0xBDC7D6);//background
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return;
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case BTN_PRESSED:
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DrawWideRectangle(xx + 1, yy + 1, CELL_SIZE-1, CELL_SIZE-1, 2, 0x94DB00);//border green
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DrawBar(xx + 3, yy + 3, CELL_SIZE-5, CELL_SIZE-5, 0xFFFfff);//background
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BREAK;
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case BTN_OPEN:
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DrawBar(xx+1, yy+1, CELL_SIZE-1, CELL_SIZE-1, 0xFFFfff);//background
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}
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draw_icon_32(xx+6, yy+6, 0xffFFFfff, bitpict[id]+51); //skip first 51 icons as they are boring for game
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}
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void Draw_Panel()
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{
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DrawBar(0, PANEL_Y, WIN_W, 1, sc.dark);
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DrawBar(0, PANEL_Y+1, WIN_W, 1, sc.light);
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DrawBar(0, PANEL_Y+2, WIN_W, PANEL_H-2, sc.work);
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DefineButton(9, PANEL_Y+5, 102, 26, 5, sc.button);
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WriteText(20, PANEL_Y+11, 0x90, sc.button_text, LABEL_NEW_GAME);
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Draw_Count();
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}
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void Draw_Count()
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{
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EDI = sc.work; //writing a number with bg
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WriteNumber(WIN_W-32, PANEL_Y + 12, 0xD0, sc.work_text, 3, count);
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}
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stop:
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