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

426 lines
11 KiB
C
Raw Normal View History

//Leency 06.10.2011, Flood-it! v2.1, 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> [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};
#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
int 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>
int loose_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
};
int 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);
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.height==GetSkinWidth()+3) 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, j;
//randomize();
CLICKS = 0;
for (i=0;i<BLOCKS_NUM;i++)
for (j=0;j<BLOCKS_NUM;j++)
color_matrix[i*BLOCKS_NUM+j] = random(6);
}
void fill_field(int new_color_id)
{
int i=0, j=0,
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;i++)
for (j=0;j<BLOCKS_NUM;j++)
if (color_matrix[i*BLOCKS_NUM+j]==MARKED) color_matrix[i*BLOCKS_NUM+j]=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;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>
for (j=0;j<BLOCKS_NUM;j++)
if (color_matrix[i*BLOCKS_NUM+j]<>color_matrix[0]) goto _LOOSE_MARK;
goto _WIN_MARK;
}
_LOOSE_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]=loose_matrix[i*14+j];
color_matrix[ii+1*BLOCKS_NUM+jj]=loose_matrix[i*14+j];
color_matrix[ii*BLOCKS_NUM+jj+1]=loose_matrix[i*14+j];
color_matrix[ii+1*BLOCKS_NUM+jj+1]=loose_matrix[i*14+j];
draw_field();
//Pause(5);
}
return 1;
}
for (i=0;i<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>
for (j=0;j<BLOCKS_NUM;j++)
if (color_matrix[i*BLOCKS_NUM+j]<>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: