kolibrios/programs/games/clicks/trunk/clicks.c--

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/*
Just Clicks v0.76
Copyright (C) 2008 Leency
Clickomania v0.3
Copyright (C) 2005 <20><><EFBFBD><EFBFBD><EFBFBD><E1A0AD> <20><><EFBFBD><E8A8AA> aka Olaf
Compiled by C--Sphinx v0.239 b26
*/
#pragma option meos
#include "lib\kolibri.h--"
#include "lib\random.h--"
#include "files\boxes.txt"
#include "files\cups.txt"
#ifndef AUTOBUILD
#include "lang.h--"
#endif
byte i,j, XX, YY;
system_colors sc;
struct
{
byte x;
byte y;
byte button_id;
byte mark;
dword color;
}matrix[64];
void check_n_destroy(byte ID, ID1)
{
IF (matrix[ID1].color == matrix[ID].color) && (matrix[ID1].mark!=1)
{
matrix[ID1].mark=1;
destroy_button(ID1);
}
}
void destroy_button(byte ID)
{
check_n_destroy(ID, ID-8);
check_n_destroy(ID, ID+8);
IF (ID!=0)&&(ID!=8)&&(ID!=16)&&(ID!=24)&&(ID!=32)&&(ID!=40)&&(ID!=48)&&(ID!=56)
check_n_destroy(ID, ID-1);
IF (ID!=7)&&(ID!=15)&&(ID!=23)&&(ID!=31)&&(ID!=39)&&(ID!=47)&&(ID!=55)&&(ID!=63)
check_n_destroy(ID, ID+1);
IF (matrix[ID].x<XX) {XX=matrix[ID].x; IF (matrix[ID].y>YY) YY=matrix[ID].y;}
IF (matrix[ID].y>YY) {YY=matrix[ID].y; IF (matrix[ID].x<XX) XX=matrix[ID].x;}
}
void shift_bars(byte AA, BB)
byte id_curr,id_next,bz;
{
for (j=AA;j<8;j++) for (i=BB; i>0; i--)
{
id_curr=i*8+j;
bz=i-1;
_HH:
id_next=bz*8+j;
IF (matrix[id_curr].mark == 1)
IF (matrix[id_next].mark == 1)&&(bz>0) {bz--; GOTO _HH;}
ELSE IF (matrix[id_next].mark == 0)
{
matrix[id_curr].color=matrix[id_next].color;
matrix[id_curr].mark=matrix[id_next].mark;
matrix[id_next].mark=1;
}
}
}
byte check_for_end()
{
byte id_next, id_curr;
for (j=0; j<64; j+=8) for (i=0; i<8; i++)
{
id_curr=j+i;
id_next=id_curr+1;
IF (matrix[id_curr].color==matrix[id_next].color)&&(matrix[id_curr].mark==0)&&(matrix[id_next].mark==0) return 0;
IF (matrix[id_curr].color==matrix[id_next+7].color)&&(matrix[id_curr].mark==0)&&(matrix[id_next+7].mark==0) return 0;
}
return 1;
}
void move_it()
byte but_id, count, x;
{
for (x=0;x<8;x++)
{
count = 0;
FOR (i=0;i<8;i++) IF (matrix[i*8+x].mark==1) count++;
if (count == 8) FOR (i=0;i<8;i++)
{
XX=x;
WHILE (XX<7)
{
but_id=i*8+XX;
matrix[but_id].mark=matrix[but_id+1].mark;
matrix[but_id].color=matrix[but_id+1].color;
IF (XX == 6) matrix[but_id+1].mark=1;
XX++;
}
}
}
}
void ReDraw_Blocks(byte newgame)
{
byte num=0, y=22, count_blocks=0, temp[10];
for (i=0;i<8;i++)
{
for (j=0;j<8;j++)
{
IF (newgame)
{
matrix[num].mark=0;
XX=9; YY=0;
matrix[num].color = random(5)+1;
}
DeleteButton(i*8+j);
matrix[num].x=j;
matrix[num].y=i;
IF (matrix[num].mark==0)
{
DefineButton(j*21,y-22, 20, 20, num+BT_HIDE, 0);
PutImage(matrix[num].color-1*1323+#img,21,21,j*21,y-22);
}
ELSE
DrawBar(j*21,y-22,21,21, 0xB2B4BF);
num++;
}
y=y+21;
}
#ifdef LANG_RUS
DrawBar(90,178,71,8,sc.work);
IF (check_for_end()==1) WriteText(90,178,0x80,sc.work_text,"<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>:",10);
ELSE WriteText(96,178,0x80,sc.work_text,"<22><><EFBFBD><E2A0AB><EFBFBD>:",10);
#else
DrawBar(108,178,60,8,sc.work);
IF (check_for_end()==1) WriteText(108,178,0x80,sc.work_text,"Result:",10);
ELSE WriteText(108,178,0x80,sc.work_text,"Blocks:",10);
#endif
FOR (i=0;i<8;i++) FOR (j=0;j<8;j++) IF (matrix[j*8+i].mark==0) count_blocks++;
WriteNumber(150,178,0x80,sc.work_text,count_blocks);
//
if (check_for_end()==1) && (count_blocks<8)
{
DrawFlatButton();
#ifdef LANG_RUS
IF (count_blocks==0) copystr(" <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>!", #temp);
IF (count_blocks==1) copystr(" <20><EFBFBD><E0A5AA>᭮", #temp);
IF (count_blocks==2) copystr("<22><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>!", #temp);
#else
IF (count_blocks==0) copystr("The best!", #temp);
IF (count_blocks==1) copystr("Wonderful", #temp);
IF (count_blocks==2) copystr("Very good", #temp);
#endif
IF (count_blocks>=3) //<2F><><EFBFBD>!!!
{
#ifdef LANG_RUS
copystr(" <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>", #temp);
#else
copystr(" Not bed", #temp);
#endif
count_blocks=3;
}
PutImage(count_blocks*4662+#cups,42,37,63,48);
#ifdef LANG_RUS
WriteText(46,91,0x80,0x0,#temp,0);
#else
WriteText(58,91,0x80,0x0,#temp,0);
#endif
}
}
void main()
{ byte id;
//randomize();
ReDraw_Blocks(1);
loop()
{
switch(WaitEvent())
{
CASE evKey:
IF (GetKey()==051) ReDraw_Blocks(1); //New game
break;
CASE evButton:
id=GetButtonID();
IF (id==255) ExitProcess();
IF (id==254) ReDraw_Blocks(1); //New game
IF (id<65) //Color Button
{
destroy_button(id);
IF (XX!=9)
{
shift_bars(XX,YY);
IF (YY==7) {move_it();move_it();}
XX=9;
YY=0;
ReDraw_Blocks(0);
}
}
break;
case evReDraw:
WindowRedrawStatus(1);
DefineAndDrawWindow(400,276,177,201+GetSkinWidth(),0x74,0x10B2B4BF,0,0,"Just Clicks v0.77");
WindowRedrawStatus(2);
sc.get();
DefineButton(150,-18,18,18,255+BT_HIDE+BT_NOFRAME,0); //<2F><><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> :]
DrawBar(0,168,168,29,sc.work); //<2F><><EFBFBD><EFBFBD><EFBFBD>쪠 ᭨<><E1ADA8>
#ifdef LANG_RUS
DefineButton(9,172,76,19,254,sc.work_button);
WriteText(16,178,0x80,sc.work_button_text,"<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (F2)",0);
#else
DefineButton(9,172,86,19,254,sc.work_button);
WriteText(15,178,0x80,sc.work_button_text,"New game (F2)",0);
#endif
ReDraw_Blocks(0);
}
}
}
void DrawFlatButton()
{
DrawBar(21,42,125,1,0x94AECE); //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><><E1A2A5><EFBFBD>
DrawBar(21,104,125,1,0x94AECE); //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><><E1ADA8>
DrawBar(21,42,1,62,0x94AECE); //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><><E1ABA5>
DrawBar(146,42,1,63,0x94AECE); //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD>
DrawBar(22,43,124,1,0xFFFFFF); //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
DrawBar(22,103,123,1,0xC7C7C7); //⥭<> <20><><EFBFBD><EFBFBD>
DrawBar(22,43,1,61,0xFFFFFF); //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
DrawBar(145,44,1,60,0xC7C7C7); //⥭<> <20><><EFBFBD><EFBFBD>
DrawBar(23,44,122,59,0xE4DFE1); //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
}
stop: