kolibrios-fun/programs/cmm/misc/mblocks.c

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/*
Memory Blocks for KolibriOS v1.2
Leency&Veliant Edition
2008-2020
*/
#define MEMSIZE 1024 * 20
#define ENTRY_POINT #main
#include "..\lib\gui.h"
#include "..\lib\random.h"
#define BTN_CLOSED 0
#define BTN_PRESSED 1
#define BTN_OPEN 2
#define CELL_SIZE 43
#define PANEL_Y CELL_SIZE+4*6 + 4
#define PANEL_H 36
#define WIN_W CELL_SIZE+4*10 + 4
#define WIN_H PANEL_Y+PANEL_H
#define ROWS 6
#define COLS 10
#define COUNT ROWS*COLS
#ifdef LANG_RUS
#define LABEL_NEW_GAME "<22><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>";
#else
#define LABEL_NEW_GAME " New game";
#endif
int bitstat[COUNT], bitpict[COUNT];
dword butonsx[COUNT], butonsy[COUNT];
dword firstbit, secondbit;
int count;
void main()
{
dword id;
mem_init();
NewGame();
loop() switch(@WaitEvent())
{
case evKey:
//if (@GetKeyScancode()==SCAN_CODE_F2) NewGame();
break;
case evButton:
id = @GetButtonID();
if (id==1) @ExitProcess();
else if (id==5) NewGame();
else {
id -= 100;
if (bitstat[id] == BTN_CLOSED)
{
if (firstbit != 0x0BAD)
{
if (secondbit != 0x0BAD)
{
if (bitpict[firstbit] == bitpict[secondbit])
bitstat[firstbit] = bitstat[secondbit] = BTN_OPEN;
else
bitstat[firstbit] = bitstat[secondbit] = BTN_CLOSED;
ReDraw_Game_Button(firstbit);
ReDraw_Game_Button(secondbit);
secondbit = 0x0BAD;
firstbit = id;
count++;
} else if (firstbit != id) {
secondbit = id;
count++;
}
} else {
firstbit = id;
count++;
}
}
bitstat[id] = BTN_PRESSED;
ReDraw_Game_Button(id);
Draw_Count();
}
break;
case evReDraw:
sc.get();
DefineAndDrawWindow(215,100,WIN_W + 9,WIN_H+4+GetSkinHeight(),
0x34,0xC0C0C0,"Memory Blocks",0);
Draw_Panel();
Draw_Game_Pole();
}
}
void NewGame()
{
int off;
int i;
FOR (i = 0; i < COUNT; i++)
{
bitstat[i] = 0;
bitpict[i] = 0;
}
count = 0;
firstbit = secondbit = 0x0BAD;
FOR (i = 0; i < COUNT/2; i++)
{
do off = random(COUNT); while (bitpict[off] != 0);
bitpict[off] = i;
do off = random(COUNT); while (bitpict[off] != 0);
bitpict[off] = i;
}
Draw_Game_Pole();
Draw_Panel();
}
void Draw_Game_Pole()
{
int i;
byte j;
for (j = 0; j < COLS; j++) for (i = 0; i < ROWS; i++)
{
butonsx[j*ROWS+i] = CELL_SIZE+4 * j + 4; //save coordinates to avoid
butonsy[j*ROWS+i] = CELL_SIZE+4 * i + 4; //their recalculation after
ReDraw_Game_Button(j*ROWS + i);
}
}
void ReDraw_Game_Button(int id)
{
dword xx, yy;
xx = butonsx[id];
yy = butonsy[id];
DefineButton(xx, yy, CELL_SIZE, CELL_SIZE, 100 + BT_HIDE + id, 0);
DrawRectangle3D(xx, yy, CELL_SIZE, CELL_SIZE, 0x94AECE, 0x94AECE);//border
switch (bitstat[id])
{
case BTN_CLOSED:
DrawRectangle3D(xx + 1, yy + 1, CELL_SIZE-2, CELL_SIZE-2, 0xFFFFFF, 0xDEDEDE);//bump
DrawBar(xx + 2, yy + 2, CELL_SIZE-3, CELL_SIZE-3, 0xBDC7D6);//background
return;
case BTN_PRESSED:
DrawWideRectangle(xx + 1, yy + 1, CELL_SIZE-1, CELL_SIZE-1, 2, 0x94DB00);//border green
DrawBar(xx + 3, yy + 3, CELL_SIZE-5, CELL_SIZE-5, 0xFFFfff);//background
BREAK;
case BTN_OPEN:
DrawBar(xx+1, yy+1, CELL_SIZE-1, CELL_SIZE-1, 0xFFFfff);//background
}
draw_icon_32(xx+6, yy+6, 0xffFFFfff, bitpict[id]+51); //skip first 51 icons as they are boring for game
}
void Draw_Panel()
{
DrawBar(0, PANEL_Y, WIN_W, 1, sc.dark);
DrawBar(0, PANEL_Y+1, WIN_W, 1, sc.light);
DrawBar(0, PANEL_Y+2, WIN_W, PANEL_H-2, sc.work);
DefineButton(9, PANEL_Y+5, 102, 26, 5, sc.button);
WriteText(20, PANEL_Y+11, 0x90, sc.button_text, LABEL_NEW_GAME);
Draw_Count();
}
void Draw_Count()
{
EDI = sc.work; //writing a number with bg
WriteNumber(WIN_W-32, PANEL_Y + 12, 0xD0, sc.work_text, 3<<16, count);
}
stop: