kolibrios-gitea/programs/games/flood-it/trunk/flood-it.c

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//Leency 06.10.2011, Flood-it! v2.4, GPL
#include "lib\kolibri.h"
#include "lib\random.h"
#ifndef AUTOBUILD
#include "lang.h--"
#endif
system_colors sc;
proc_info Form;
dword stak[100]; //<2F><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
int DIFFICULTY_LEV_PARAMS[]={ 28, 14, 25, //<2F><><EFBFBD><EFBFBD><EFBFBD>
17, 28, 50}; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
//<2F><>-<2D><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> "<22><><EFBFBD><EFBFBD><EFBFBD>"
int BLOCK_SIZE = 28; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
int BLOCKS_NUM = 14; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20> <20> <20><> Y
int MAX_CLICKS = 25; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
int CLICKS = 0; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
#define USER_PANEL_WIDTH 119
//<2F><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>) <20><><EFBFBD> <20><><EFBFBD><EFBFBD>,
//<2F><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
dword FIELD_COLORS[]= {0xf18db6, 0x605ca8, 0xfddc80, 0xdc4a20, 0x46b1e2, 0x7e9d1e, 0x232323, 0};
char *BOARD_SIZES[]={ "S", "L", 0 };
#ifdef LANG_RUS
char *BUTTON_CAPTIONS[]={ " <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> [F2]", " <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> [F1]", " <20><>室 [Esc]", 0};
char CLICKS_TEXT[]=" <20><><EFBFBD><EFBFBD><EFBFBD>: /";
char LEVELS_TEXT[]="<EFBFBD><EFBFBD><EFBFBD><EFBFBD>:";
char HELP_WINDOW_CAPTION[]="<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>";
char *HELP_TEXT[]={ "<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> Flood-it?",
"",
"<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> 梥⮬ <20><> <20><><EFBFBD><EFBFBD><E7A5AD><EFBFBD> <20><>᫮ 室<><E5AEA4>.",
"<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><E7A8AD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>⪨. <20><EFBFBD><EBA1A5><EFBFBD><EFBFBD><>, <20><><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20><>",
"<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><><E1ABA5>, <20> <20><><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>⨬ 梥⮬ - ⠪ <20><> <20><><EFBFBD><EFBFBD><E1AEA5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>",
"<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>⪨ ⮩ <20><> <20><><EFBFBD><EFBFBD>᪨. <20><><EFBFBD><E5A2A0><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>",
"<EFBFBD><EFBFBD>᫮ 室<><E5AEA4>. <20><><EFBFBD><E8A0A3><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><E2A5A3> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ਭ樯<E0A8AD><E6A8AF> - <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>,",
"<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>!",
"",
"<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><><E2A0AA> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>:",
"[Q] [W] [E]",
"[A] [S] [D]",
0};
#elif LANG_EST
char *BUTTON_CAPTIONS[]={ "Uus m<>ng [F2]", "Abi [F1]", "V<EFBFBD>lju [Esc]", 0};
char CLICKS_TEXT[]="Klikki: /";
char LEVELS_TEXT[]="V<EFBFBD>li:";
char HELP_WINDOW_CAPTION[]="Help";
char *HELP_TEXT[]={ "Kuidas m<>ngida m<>ngu Flood-it?",
"",
"Ujuta kogu m<>nguv<75>li <20>le <20>he v<>rviga lubatud k<>ikude arvuga.",
"M<EFBFBD>ngu alustad <20>lemisest vasakust nurgast ja edened valides <20>he v<>rvi",
"vajutades nuppudele vasakul. Kui sa muudad v<>rvi pragusel alal,",
"siis iga kokkupuutuv sama v<>rv muutub samaks. Nii saad ujutada",
"teised alad m<>nguv<75>ljal <20>le. Valida saad 2 m<>nguv<75>lja suuruse",
"vahel. Proovi v<>li <20>le ujutada etteandtud k<>ikude arvuga!",
"Kaasahaarav ja l<>bus!",
"",
"M<EFBFBD>ngida saab ka klaviatuuriga:",
"[Q] [W] [E]",
"[A] [S] [D]",
0};
#else
char *BUTTON_CAPTIONS[]={ "New Game [F2]", "Help [F1]", "Exit [Esc]", 0};
char CLICKS_TEXT[]="Clicks: /";
char LEVELS_TEXT[]="Board:";
char HELP_WINDOW_CAPTION[]="Help";
char *HELP_TEXT[]={ "How to play Flood-it?",
"",
"Flood the whole board with one color within the allowed steps.",
"You start from the top left corner and progress by selecting one",
"of the colored buttons on the left. When you change your current area",
"color, every adjacent square with the same color also changes, that",
"way you can flood other areas of the board. Select from 3 sizes of",
"the board and try to flood-it in the least amount of steps!",
"Addictive and Fun!",
"",
"You can also play with keyboard:",
"[Q] [W] [E]",
"[A] [S] [D]",
0};
#endif
unsigned char color_matrix[28*28]; //<2F><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
unsigned char loss_matrix[14*14]={
2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
2, 3, 3, 3, 2, 3, 3, 3, 2, 3, 2, 3, 2, 2,
2, 3, 2, 2, 2, 3, 2, 3, 2, 2, 2, 3, 2, 2,
2, 3, 2, 2, 2, 3, 2, 3, 2, 3, 2, 3, 2, 2,
2, 3, 2, 2, 2, 3, 2, 3, 2, 3, 2, 3, 2, 2,
2, 3, 2, 2, 2, 3, 2, 3, 2, 3, 2, 3, 2, 2,
2, 3, 3, 3, 2, 3, 3, 3, 2, 3, 2, 3, 2, 2,
2, 3, 2, 2, 2, 3, 2, 3, 2, 3, 2, 3, 2, 2,
2, 3, 2, 2, 2, 3, 2, 3, 2, 3, 2, 3, 2, 2,
2, 3, 2, 2, 2, 3, 2, 3, 2, 3, 2, 3, 2, 2,
2, 3, 2, 2, 2, 3, 2, 3, 2, 3, 2, 3, 3, 2,
2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2
};
unsigned char win_matrix[14*14]={
4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,
4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,
4, 1, 4, 1, 4, 1, 4, 1, 4, 1, 4, 4, 1, 4,
4, 1, 4, 1, 4, 1, 4, 4, 4, 1, 4, 4, 1, 4,
4, 1, 4, 1, 4, 1, 4, 1, 4, 1, 1, 4, 1, 4,
4, 1, 4, 1, 4, 1, 4, 1, 4, 1, 4, 1, 1, 4,
4, 1, 4, 1, 4, 1, 4, 1, 4, 1, 4, 4, 1, 4,
4, 1, 4, 1, 4, 1, 4, 1, 4, 1, 4, 4, 1, 4,
4, 1, 4, 1, 4, 1, 4, 1, 4, 1, 4, 4, 1, 4,
4, 1, 4, 1, 4, 1, 4, 1, 4, 1, 4, 4, 1, 4,
4, 1, 4, 1, 4, 1, 4, 1, 4, 1, 4, 4, 1, 4,
4, 4, 1, 4, 1, 4, 4, 1, 4, 1, 4, 4, 1, 4,
4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,
4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,
};
void main()
{
int key, id;
new_game();
loop()
{
switch(WaitEvent())
{
case evButton:
id = GetButtonID();
IF (id==1) || (id==4) ExitProcess();
IF (id==2) goto _NEW_GAME_MARK;
IF (id==3) goto _HELP_MARK;
IF (id>=100)
{
make_turn(id-100);
break;
}
if (id>=10)
{
id=id-10*3;
IF (BLOCK_SIZE == DIFFICULTY_LEV_PARAMS[id]) break; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
BLOCK_SIZE = DIFFICULTY_LEV_PARAMS[id]; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
BLOCKS_NUM = DIFFICULTY_LEV_PARAMS[id+1]; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20> <20> <20><> Y
MAX_CLICKS = DIFFICULTY_LEV_PARAMS[id+2]; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
new_game();
MoveSize(-1, -1, BLOCK_SIZE*BLOCKS_NUM +14+USER_PANEL_WIDTH, BLOCK_SIZE*BLOCKS_NUM +GetSkinWidth()+14);
}
break;
case evKey:
key = GetKey();
IF (key==027) //Escape
ExitProcess();
IF (key==050) //F1
{
_HELP_MARK:
CreateThread(#help,#stak);
}
IF (key==051) //F2
{
_NEW_GAME_MARK:
new_game();
draw_clicks_num();
draw_field();
}
IF (key==113) make_turn(0); //Q
IF (key==119) make_turn(1); //W
IF (key==101) make_turn(2); //E
IF (key==097) make_turn(3); //A
IF (key==115) make_turn(4); //S
IF (key==100) make_turn(5); //D
break;
case evReDraw:
draw_window();
}
}
}
void make_turn(int turn_id)
{
IF (color_matrix[0]==turn_id) return; //<2F><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>
IF (CLICKS>=MAX_CLICKS) return; //<2F><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
CLICKS++;
draw_clicks_num();
fill_field(turn_id);
draw_field();
check_for_end(); //<2F><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
}
void draw_window()
{
int i, j;
#define BUTTON_SIZE 28
sc.get();
DefineAndDrawWindow(300,176, BLOCK_SIZE*BLOCKS_NUM +14+USER_PANEL_WIDTH, BLOCK_SIZE*BLOCKS_NUM +GetSkinWidth()+14, 0x74,sc.work,0,0,"Flood-it!");
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
GetProcessInfo(#Form, SelfInfo);
IF (Form.status_window==4) return;
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> -> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
for (i=0;i<=4;i++)
{
IF (i<>4)
DrawRegion(USER_PANEL_WIDTH+i-5,i, BLOCK_SIZE*BLOCKS_NUM +9-i-i, BLOCK_SIZE*BLOCKS_NUM+9-i-i, sc.work);
else
DrawRegion(USER_PANEL_WIDTH+i-5,i, BLOCK_SIZE*BLOCKS_NUM +9-i-i, BLOCK_SIZE*BLOCKS_NUM+9-i-i, sc.work_graph); //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
}
DrawBar(0,0, USER_PANEL_WIDTH-5, BLOCK_SIZE*BLOCKS_NUM+10, sc.work);
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
for (i=0;i<2;i++)
for (j=0;j<3;j++)
DefineButton(j*BUTTON_SIZE+17,i*BUTTON_SIZE+15,BUTTON_SIZE,BUTTON_SIZE, i*3+j+100,FIELD_COLORS[i*3+j]);
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
for (j=0;j<3;j++)
{
DefineButton(17,j*25+120, 13*6+6, 20, j+2,sc.work_button);
WriteText(17+4,j*25+127,0x80,sc.work_button_text,BUTTON_CAPTIONS[j],0);
}
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
WriteText(17,BLOCKS_NUM*BLOCK_SIZE-20+7,0x80,sc.work_text,#LEVELS_TEXT,0);
for (j=0;j<2;j++)
{
DefineButton(j*25+56,BLOCKS_NUM*BLOCK_SIZE-20, 20,20, j+10,sc.work_button);
IF (BLOCK_SIZE == DIFFICULTY_LEV_PARAMS[j*3]) EDI=0x800080;
else EDI=sc.work_button_text;
WriteText(j*25+56+8,BLOCKS_NUM*BLOCK_SIZE-20+7,0x80,EDI,BOARD_SIZES[j],0);
WriteText(j*25+56+9,BLOCKS_NUM*BLOCK_SIZE-20+7,0x80,EDI,BOARD_SIZES[j],0);
}
draw_clicks_num();
draw_field();
}
void new_game()
{
int i;
CLICKS = 0;
for (i=0;i<BLOCKS_NUM*BLOCKS_NUM;i++)
color_matrix[i] = random(6);
}
void fill_field(int new_color_id)
{
int i, j,
old_color_id=color_matrix[0],
restart;
#define MARKED 6
color_matrix[0]=MARKED;
_RESTART_MARK:
restart=0;
for (i=0;i<BLOCKS_NUM;i++)
for (j=0;j<BLOCKS_NUM;j++)
{
IF (color_matrix[i*BLOCKS_NUM+j]<>old_color_id) continue; //<2F><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
IF (color_matrix[i*BLOCKS_NUM+j]==MARKED) continue; //<2F><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
IF (j>0) && (color_matrix[i*BLOCKS_NUM+j-1]==MARKED) color_matrix[i*BLOCKS_NUM+j]=MARKED; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
IF (i>0) && (color_matrix[i-1*BLOCKS_NUM+j]==MARKED) color_matrix[i*BLOCKS_NUM+j]=MARKED; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
IF (j<BLOCKS_NUM-1) && (color_matrix[i*BLOCKS_NUM+j+1]==MARKED) color_matrix[i*BLOCKS_NUM+j]=MARKED; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
IF (i<BLOCKS_NUM-1) && (color_matrix[i+1*BLOCKS_NUM+j]==MARKED) color_matrix[i*BLOCKS_NUM+j]=MARKED; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
IF (color_matrix[i*BLOCKS_NUM+j]==MARKED) restart=1; //<2F><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> - <20><><EFBFBD> <20><><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
}
IF (restart) goto _RESTART_MARK;
for (i=0;i<BLOCKS_NUM*BLOCKS_NUM;i++)
IF (color_matrix[i]==MARKED) color_matrix[i]=new_color_id;
}
int check_for_end()
{
int i, j, ii, jj;
if (CLICKS>=MAX_CLICKS) //<2F><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
{
IF (CLICKS==MAX_CLICKS) //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
{
for (i=0;i<BLOCKS_NUM*BLOCKS_NUM;i++) //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
IF (color_matrix[i]<>color_matrix[0]) goto _loss_MARK;
goto _WIN_MARK;
}
_loss_MARK:
for (i=0;i<14;i++)
for (j=0;j<14;j++)
{
IF (BLOCK_SIZE == DIFFICULTY_LEV_PARAMS[0])
{
ii=i;
jj=j;
}
else
{
ii=i*2;
jj=j*2;
}
color_matrix[ii*BLOCKS_NUM+jj]=loss_matrix[i*14+j];
color_matrix[ii+1*BLOCKS_NUM+jj]=loss_matrix[i*14+j];
color_matrix[ii*BLOCKS_NUM+jj+1]=loss_matrix[i*14+j];
color_matrix[ii+1*BLOCKS_NUM+jj+1]=loss_matrix[i*14+j];
draw_field();
//Pause(5);
}
return 1;
}
for (i=0;i<BLOCKS_NUM*BLOCKS_NUM;i++) //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
IF (color_matrix[i]<>color_matrix[0]) return 0;
//<2F><><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> MAX_CLICKS -> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
_WIN_MARK:
for (i=0;i<25;i++)
{
new_game();
draw_field();
Pause(7);
}
CLICKS=MAX_CLICKS;
for (i=0;i<14;i++)
for (j=0;j<14;j++)
{
IF (BLOCK_SIZE == DIFFICULTY_LEV_PARAMS[0]) //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
{
ii=i;
jj=j;
}
else
{
ii=i*2;
jj=j*2;
}
color_matrix[ii*BLOCKS_NUM+jj]=win_matrix[i*14+j];
color_matrix[ii+1*BLOCKS_NUM+jj]=win_matrix[i*14+j];
color_matrix[ii*BLOCKS_NUM+jj+1]=win_matrix[i*14+j];
color_matrix[ii+1*BLOCKS_NUM+jj+1]=win_matrix[i*14+j];
draw_field();
//Pause(5);
}
return 1;
}
void draw_clicks_num()
{
#define TEXT_X 21
#define TEXT_Y 92
DrawBar(8*6+TEXT_X, TEXT_Y, 6*2,9, sc.work);
WriteText(TEXT_X,TEXT_Y,0x80,sc.work_text,#CLICKS_TEXT,0);
IF (CLICKS<10) EBX=9*6+TEXT_X;
else EBX=8*6+TEXT_X;
WriteText(EBX,TEXT_Y,0x80,sc.work_text,IntToStr(CLICKS),0);
WriteText(11*6+TEXT_X,TEXT_Y,0x80,sc.work_text,IntToStr(MAX_CLICKS),0);
}
void draw_field()
{
int i, j;
int color_id;
for (i=0;i<BLOCKS_NUM;i++)
for (j=0;j<BLOCKS_NUM;j++)
{
color_id = color_matrix[i*BLOCKS_NUM+j];
DrawBar(j*BLOCK_SIZE+USER_PANEL_WIDTH, i*BLOCK_SIZE+5, BLOCK_SIZE,BLOCK_SIZE, FIELD_COLORS[color_id]);
}
}
void help()
{
int i;
loop()
switch (WaitEvent())
{
CASE evButton:
IF (GetButtonID()==1) ExitProcess();
break;
CASE evKey:
IF (GetKey()==27) ExitProcess(); //Esc
break;
CASE evReDraw:
for (i=0; HELP_TEXT[i]<>0; i++;) {};
DefineAndDrawWindow(500,200,450,i*13+44,0x34,sc.work,0,0,#HELP_WINDOW_CAPTION);
WriteText(6,12,0x80,sc.work_text,HELP_TEXT[0],0); //<2F><><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
for (i=0; HELP_TEXT[i]<>0; i++;) WriteText(5,i*13+12,0x80,sc.work_text,HELP_TEXT[i],0);
}
}
stop: