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Copy pathKondiKrush.c
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KondiKrush.c
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#options
#define DB_TILT_EXTRA_WIDTH
#define DB_TILT_MIRROR
#endoptions
//{ Exportált sprite indexek
#pragma rem START_GFX_DEFINES // NE VÁLTOZTASD!
#define SPR_BLUE 0
#define SPR_YELLOW 1
#define SPR_RED 2
#define SPR_BRAWN 3
#define SPR_PURPLE 4
#define SPR_GREEN 5
#define SPR_DISZKO 6
#define SPR_CSIK 7
#define SPR_STAR 8
#define SPR_STAR2 9
#define SPR_BOMB 10
#define SPR_1 11
#define SPR_2 12
#define SPR_3 13
#define SPR_4 14
#define SPR_5 15
#define SPR_6 16
#define SPR_KONDIBOMB 17
#define SPR_KONDICSIK 18
#define SPR_KONDICSILL 19
#define SPR_KONDICSILLQ 20
#define SPR_BOMB2 21
#define SPR_PROBASPRITE 22
#define SPR_KERET 23
#define SPR_KERET2 24
#define SPR_KERET3 25
#define SPR_MINISTAR 26
#define SPR_KEZDO3 27
#pragma rem END_GFX_DEFINES
//}
#define ROBOT_BACK_SIZE 66
char *backPtr;
#ifdef EP128
#define GFX_COLOR_BLACK 0
#define GFX_COLOR_RED 1
#define GFX_COLOR_GREEN 2
#define GFX_COLOR_BLUE 3
#define GFX_COLOR_YELLOW 4
#define GFX_COLOR_DARKPURPLE 5
#define GFX_COLOR_WHITE 7
#define GFX_COLOR_DARKRED 9
#define GFX_COLOR_DARKGREEN 10
#define GFX_COLOR_DARKBLUE 12
#define GFX_COLOR_GRAY 15
#endif
#ifdef TVC
#define GFX_COLOR_DARKGREEN COLOR_DARKGREEN
#define GFX_COLOR_GREEN COLOR_GREEN
#define GFX_COLOR_BLUE COLOR_BLUE
#define GFX_COLOR_RED COLOR_RED
#define GFX_COLOR_YELLOW COLOR_YELLOW
#define GFX_COLOR_WHITE COLOR_WHITE
#define GFX_COLOR_BLACK COLOR_BLACK
#define GFX_COLOR_DARKRED COLOR_DARKRED
#define GFX_COLOR_DARKBLUE COLOR_DARKBLUE
#define GFX_COLOR_GRAY COLOR_GRAY
#define GFX_COLOR_DARKPURPLE COLOR_DARKPURPLE
#endif
//{ -------------------------- INIT --------------------------------
//https://youtu.be/EzG_4HVOxnQ
struct RECT
{
unsigned char X,Y,Width,Height;
};
struct VPORT
{
unsigned char Left,Top,Right,Bottom;
};
struct GOBJ
{
int X,Y; // (*) A sprite 16 bites előjeles koordinátája.
int SprInd; // (*) A sprite indexe az exportált munkamenetben
unsigned char Flag; // (*) 0. bit: jelzi, hogy a sprite be van-e kapcsolva, a 7. pedig, ha tükrözni kell
char *SprBackAddr; // (*) A sprite háttér mentése számára lefoglalt mem. blokk kezdőcíme. Ha nem kell menteni a hátteret akkor az értéke 0!
char *SprPalAddr; // (*) A sprite palettájának címe. Ha nincs paletta, akkor értéke 0!
int (*spritefunc)(); // (*) A sprite kirajzoló rutin kezdőcíme
unsigned char SprWidth; // A sprite szélessége
unsigned char SprHeight; // A sprite magassága
unsigned char SprIndRef; // Sprite index referencia. Azért kell, hogy el tudjuk dönteni kell-e újra inicializálni a sprite alap adatait (pl RawAddr)
char *SprRawAddr; // Az adott sprite forrás adatai
char *SprScrAddr; // A sprite vágás utáni kezdőcíme a képernyőn v. háttér bufferben
unsigned char SprClipSkipRow; // A sprite felső vágásánál ezen a változón tárolódik, hogy hány sort kell felül kihagynia a sprite kirajzolónak
struct RECT SprClip; // A sprite vágás utáni dimenziói
struct RECT SprPrevClip; // A sprite előző fázisban értelmezett vágás utáni dimenziói
unsigned char SprClipFlag; // A sprite vágási állapotát tárolja le a sprite kirakónak
};
struct SCNSPRITE
{
unsigned char SprInd; // A sprite indexe (*)
int X,Y; // A sprite 16 bites előjeles koordinátája. (*)
unsigned char SprWidth; // A sprite szélessége. (*)
unsigned char SprHeight; // A sprite magassága. (*)
unsigned char Tag; // A scene editorban a sprite-hoz rendelt Tag (*)
unsigned char Flag; // A kirakott sprite Flag értéke. A 7. bit mondja meg, hogy a kirakandó sprite-ot kell-e tükrözni. (*)
unsigned char *SprPalette; // A sprite palettájának címe. Alapból 0, de a működés során tetszőlegesen megváltoztatható. Feltéve, ha a kirajzoló használja a sprite palettát.
char Visible; // Ezzel a tulajdonsággal kikapcsolhatjuk a sprite kirajzolását. Ha ezt a változót 0-ra állítjuk (false) akkor az adott sprite nem fog kirajzolódni
};
struct GameLevel
{
int score;
int star1Score;
int star2Score;
int star3Score;
int xSize;
int ySize;
int maxLap;
int condyNumber;
int extras;
};
#define SN 30
#define speed 1
struct GameLevel levels[37] = {
{0,0,0,0,0,0,0,0,0},
{0,1,10,30,3,3,10,4,0},
{0,1,10,30,4,4,10,4,0},
{0,20,50,100,5,3,20,5,0},
{0,20,50,100,4,6,20,5,0},
{0,20,50,100,5,5,20,6,0},
{0,20,50,200,6,6,15,6,1},
{0,20,50,100,4,6,20,6,1},
{0,20,50,100,6,3,20,6,1},
{0,20,50,100,5,5,20,6,1},
{0,20,50,100,3,3,20,4,1},
{0,20,50,100,2,6,20,4,1},
{0,20,50,100,6,2,20,4,1},
{0,20,50,500,5,4,20,3,1},
{0,20,50,800,6,6,20,4,0},
{0,20,50,100,4,4,10,6,1},
{0,20,50,100,4,6,10,6,0},
{0,20,50,100,2,4,20,4,1},
{0,20,50,100,3,5,20,6,1},
{0,20,50,100,4,6,20,6,1},
{0,3,6,10,1,6,20,3,1},
{0,20,50,100,4,4,20,5,1},
{0,20,50,1000,6,6,20,3,1},
{0,20,50,100,3,3,20,3,1},
{0,20,50,100,3,6,20,5,1},
{0,20,50,1000,5,4,20,3,1},
{0,20,50,700,5,5,10,3,1},
{0,20,50,50,4,2,20,5,1},
{0,20,50,200,4,6,20,6,1},
{0,20,50,400,5,5,30,6,1},
{0,20,300,1000,3,4,20,2,1},
{0,20,70,150,5,2,20,3,1},
{0,20,50,200,4,6,20,4,1},
{0,20,50,100,6,3,20,6,1},
{0,20,50,100,4,4,20,6,1},
{0,20,50,100,5,5,20,5,1},
{0,20,50,300,6,6,30,6,1}
};
struct GOBJ gameObjects[SN];
struct GOBJ *gIndex;
struct GOBJ *gIndex2[SN];
char actualLevel[40];
char lastDrawnlevel[40];
int posx = 0;
int posy = 0;
int lastposx = 0;
int lastposy = 0;
int selectedPosx = 0;
int selectedPosy = 0;
int moveMode = 0;
int maxSizeX;
int maxSizeY;
int startX;
int startY;
int gamemode=0;
int gotomain=1;
int lap;
int level;
int levelScore=0;
int levelCandyNumber = 0;
int levelExtras = 0;
int deep = 1;
int currentIndex;
struct GOBJ *ptr;
int plx=0;
int ply=0;
#define EFFECT_CH_COUNT 3
char effectBuffer[12];
int music;
//}
//{-------------------------- MAIN --------------------------------
main()
{
int i;
//for (i=0;i<36;i++) levels[i].score=100;
music=1;
SetBorder(GFX_COLOR_DARKBLUE);
DbInitFont(KKF);
DbInitGameLib(2, gameObjects, gIndex2, SN);
DbPageFullRamVid();
DbAssignRenderToVideo();
DbRandomize();
DbSetFontParam(FNT_COLOR, GFX_COLOR_WHITE);
DbSetFontParam(FNT_BACKCOLOR, GFX_COLOR_DARKBLUE);
DbInitSoundSystem();
DbInitEffectChannels(effectBuffer,EFFECT_CH_COUNT);
DbStopMusic();
InitInterrupt(DefUserIT);
DbSetTvcMusicParams(3, 1);
DbStartMusic(TitleMusic,MUSIC_TVC,6 + MUSIC_LOOPED);
ptr = gameObjects;
while (1)
{
if (gotomain==1) MainScreen();
LevelSelector();
};
DbCloseGameLib();
}
//}
//{-------------------------- ClearScreen --------------------------------
ClearScreen()
{
DbFillBox(0,0,64,255,GFX_COLOR_DARKBLUE);
}
//}
//{-------------------------- MainScreen --------------------------------
MainScreen()
{
int c;
int i;
int y;
int x;
c=0;
ClearScreen();
DbAssignRenderToBuffer();
ClearScreen();
DrawSprite2(9,42,SPR_KEZDO3,59);
DrawSprite2(8,85,SPR_BLUE+gamemode*11,59);
DrawSprite2(16,85,SPR_YELLOW+gamemode*11,59);
DrawSprite2(24,85,SPR_RED+gamemode*11,59);
DrawSprite2(32,85,SPR_BRAWN+gamemode*11,59);
DrawSprite2(40,85,SPR_PURPLE+gamemode*11,59);
DrawSprite2(48,85,SPR_GREEN+gamemode*11,59);
DrawCoolString(4, 230, "C - CREDITS SPACE - START", 5);
ptr = gameObjects;
DbCopyToFullScreen();
//DrawCoolString(18, 75, "PORTED EDITION", 10);
DbSetFontParam(FNT_COLOR, GFX_COLOR_DARKPURPLE);
DbDrawStrEx(18, 75, "PORTED EDITION");
/*
backPtr = snowBack;
for(i=0;i<10;i++)
{
DrawSprite3(Random(60),Random(40), 17,i);
}
*/
while(1)
{
for(i=0;i<10;i++)
{
if(IsKeyDown(KEY_C)) {c=1; break;}
if(IsKeyDown(KEY_SPACE)) {break;}
/*
y = gIndex2[i]->Y+Random(20)+5;
x = gIndex2[i]->X+Random(6)-3;
if(x<0) x = 0;
if (x>60) x=60;
gIndex2[i]->X=x;
if(y>230) y=0;
gIndex2[i]->Y=y;
*/
}
if(IsKeyDown(KEY_C) ) {c=1; break;}
if(IsKeyDown(KEY_SPACE)) {break;}
//DbRender();
if(IsKeyDown(KEY_C)) {c=1; break;}
if(IsKeyDown(KEY_SPACE)) {break;}
}
DbSetRenderToVideo();
if(c) Credits();
ptr = gameObjects;
}
//}
Credits()
{
char cp,op,np,dp,ap;
cp=0;
op=0;
np=0;
dp=0;
ap=0;
ClearScreen();
DrawCoolString(22,0, "KONDI KRUSH!", 1);
DrawCoolString(0,40, "MADE BY ANYSTONE", 1);
DrawCoolString(0,80, "GFX: NORBICSEK", 1);
DrawCoolString(0,100, "MUSIC: REI AND ANYSTONE", 1);
DrawCoolString(0,120, "POWERED BY DEVTOOL", 1);
DrawCoolString(26,220, "ANYSTONE GAMES 2022", 1);
DrawCoolString(40,230, "(2025.02.26)", 1);
while(!IsKeyDown(KEY_SPACE))
{
if(IsKeyDown(KEY_C)) cp=1;
if(IsKeyDown(KEY_O) && cp==1) op=1;
if(IsKeyDown(KEY_N) && op==1) np=1;
if(IsKeyDown(KEY_D) && np==1) dp=1;
if(IsKeyDown(KEY_I) && dp==1)
{
gamemode=1;
DrawCoolString(22,0, "KONDI KRUSH!", 1);
};
if(IsKeyDown(KEY_A) && cp==1) ap=1;
if(IsKeyDown(KEY_N) && ap==1) np=1;
if(IsKeyDown(KEY_D) && np==1) dp=1;
if(IsKeyDown(KEY_Y) && dp==1)
{
gamemode=0;
DrawCoolString(22,0, "KONDI KRUSH!", 1);
};
}
MainScreen();
}
//{-------------------------- LevelSelector --------------------------------
LevelSelector()
{
int lx;
int ly;
int olx;
int oly;
char key;
int index;
int i;
int fullscore;
int fullstars;
ptr = gameObjects;
startX=0;
startY=0;
ClearScreen();
fullscore = 0;
fullstars = 0;
for(i=1;i<37;i++)
{
fullscore+=levels[i].score;
if(levels[i].score >= levels[i].star1Score) fullstars++;
if(levels[i].score >= levels[i].star2Score) fullstars++;
if(levels[i].score >= levels[i].star3Score) fullstars++;
}
DrawCoolString(0,0, "FULLSCORE:", 4);
DrawCoolString(20,0, itos(fullscore),2);
DrawCoolString(36,0, "FULLSTARS:",4);
DrawCoolString(56,0, itos(fullstars),2);
DrawCoolString(0,230, "I-INFO M-MUSIC",1);
for(lx=0;lx<6;lx++)
{
for(ly=0;ly<6;ly++)
{
index = ly*6+lx+1;
if(index<2 || levels[index-1].score>=levels[index-1].star1Score)
{
DbSetFontParam(FNT_COLOR, GFX_COLOR_WHITE);
}
else
{
DbSetFontParam(FNT_COLOR, GFX_COLOR_GRAY);
}
DbDrawStrEx(11+lx*8,40+ly*30,itos(index));
if(levels[index].score >= levels[index].star1Score) DrawSprite2(10+lx*8,50+ly*30,SPR_MINISTAR,59);
if(levels[index].score >= levels[index].star2Score) DrawSprite2(12+lx*8,50+ly*30,SPR_MINISTAR,59);
if(levels[index].score >= levels[index].star3Score) DrawSprite2(14+lx*8,50+ly*30,SPR_MINISTAR,59);
}
}
DrawSprite(plx+1, ply+1, SPR_KERET, 58);
key = 'P';
while(key!='Q')
{
if (IsKeyDown(KEY_Q) || IsKeyDown(KEY_X)) key = 'Q';
if (IsKeyDown(KEY_I)) key = 'I';
if (IsKeyDown(JOY1_UP) || IsKeyDown(KEY_W)) key = 'W';
if (IsKeyDown(JOY1_LEFT) || IsKeyDown(KEY_A)) key = 'A';
if (IsKeyDown(JOY1_DOWN) || IsKeyDown(KEY_S)) key = 'S';
if (IsKeyDown(JOY1_RIGHT) || IsKeyDown(KEY_D)) key = 'D';
if (IsKeyDown(KEY_M)) key = 'M';
if (IsKeyDown(KEY_SPACE) || IsKeyDown(KEY_RET) || IsKeyDown(JOY1_FIRE)) key = ' ';
if(key!='P')
{
olx = plx;
oly = ply;
switch (key)
{
case 'M':
if(music==1)
{
music = 0;
DbStopMusic();
}
else
{
music = 1;
DbStartMusic(TitleMusic,MUSIC_TVC,6 + MUSIC_LOOPED);
}
Sleep(30);
break;
case 'W':
ply--;
break;
case 'S':
ply++;
break;
case 'A':
plx--;
break;
case 'D':
plx++;
break;
case 'Q':
gotomain=1;
return;
break;
case 'I':
index = ply*6+plx+1;
if(index<2 || levels[index-1].score>=levels[index-1].star1Score)
{
LevelInfo(index);
gotomain=0;
return;
}
//break;
case ' ':
index = ply*6+plx+1;
if(index<2 || levels[index-1].score>=levels[index-1].star1Score)
{
currentIndex = index;
StartLevel(index);
gotomain=0;
return;
}
//break;
}
if (plx < 0) plx = 0;
if (ply < 0) ply = 0;
if (plx > 5) plx = 5;
if (ply > 5) ply = 5;
DrawSprite(olx+1, oly+1, SPR_KERET3, 58);
DrawSprite(plx+1, ply+1, SPR_KERET, 58);
Sleep(7);
key = 'P';
}
}
}
//}
//{-------------------------- LevelInfo --------------------------------
LevelInfo(int index)
{
int i;
ClearScreen();
DrawCoolString(10,30, "USABLE CONDENSERS:", 1);
for(i=0;i<levels[index].condyNumber;i++)
{
DrawSprite2(8+i*7,44,i+gamemode*11,59);
}
if(levels[index].extras)
{
DrawSprite2(8,75,SPR_DISZKO+gamemode*11,59);
DrawSprite2(18,75,SPR_CSIK+gamemode*11,59);
}
DrawCoolString(10,110,"SIZE: X", 1);
DrawCoolString(21,110,itos(levels[index].xSize), 1);
DrawCoolString(27,110,itos(levels[index].ySize), 1);
DrawCoolString(10,130, "MAX LAP:" ,1);
DrawCoolString(27,130,itos(levels[index].maxLap), 1);
DrawCoolString(10,150, "1 STAR:",1);
DrawCoolString(10,160, "2 STAR:",1);
DrawCoolString(10,170, "3 STAR:",1);
DrawCoolString(25,150,itos(levels[index].star1Score), 1);
DrawCoolString(25,160,itos(levels[index].star2Score), 1);
DrawCoolString(25,170,itos(levels[index].star3Score), 1);
DrawCoolString(10,190, "MAX SCORE:" ,1);
DrawCoolString(30,190,itos(levels[index].score), 1);
DrawCoolString(23, 230, "- SPACE -", 5);
WaitForKeyPress(KEY_SPACE);
}
//}
//{-------------------------- DrawCoolString --------------------------------
DrawCoolString(int x, int y, char* text, int textSpeed)
{
DrawCooStringPart(x, y, text, textSpeed, GFX_COLOR_DARKBLUE);
DrawCooStringPart(x, y, text, textSpeed, GFX_COLOR_DARKRED);
DrawCooStringPart(x, y, text, textSpeed, GFX_COLOR_RED);
DrawCooStringPart(x, y, text, textSpeed, GFX_COLOR_YELLOW);
DrawCooStringPart(x, y, text, textSpeed, GFX_COLOR_WHITE);
}
//}
//{-------------------------- DrawCooStringPart --------------------------------
DrawCooStringPart(int x, int y, char* text, int textSpeed, int textcolor)
{
DbSetFontParam(FNT_COLOR, textcolor);
DbDrawStrEx(x,y,text);
Sleep(textSpeed);
}
//}
//{-------------------------- StartLevel --------------------------------
StartLevel(int index)
{
int lx;
int ly;
int maxLap;
int candyNumber;
int extras;
int i;
char key;
ptr = gameObjects;
lx = levels[index].xSize;
ly = levels[index].ySize;
maxLap = levels[index].maxLap;
candyNumber = levels[index].condyNumber;
extras = levels[index].extras;
posx = 0;
posy = 0;
lastposx = 0;
lastposy = 0;
selectedPosx = 0;
selectedPosy = 0;
moveMode = 0;
levelScore = 0;
lap = maxLap;
lastDrawnlevel[0]=='S';
levelCandyNumber = candyNumber;
levelExtras = extras;
ptr = gameObjects;
ClearScreen();
DrawSprite2(40, 0, SPR_STAR2+gamemode*11, 59);
DrawSprite2(48, 0, SPR_STAR2+gamemode*11, 59);
DrawSprite2(56, 0, SPR_STAR2+gamemode*11, 59);
DrawCoolString(0,0, "SCORE:", 4);
DrawCoolString(12,0, itos(levelScore),2);
DrawCoolString(25,0, "LAP:",4);
DrawCoolString(33,0, itos(lap),2);
DrawCoolString(0,230, " Q-QUIT",1);
maxSizeX = lx;
maxSizeY = ly;
startX = (64-maxSizeX*8)/2;
startY = (250-maxSizeY*30)/2;
for(i=0;i<maxSizeX*maxSizeY;i++)
{
lastDrawnlevel[i] = 10;
}
for(i=0;i<maxSizeX*maxSizeY;i++)
{
actualLevel[i] = RandomColor();
}
CheckTable(1);
DrawTable(0, 0);
key = 'P';
while(key!='Q' && lap >0)
{
if (IsKeyDown(KEY_Q) || IsKeyDown(KEY_X)) key = 'Q';
if (IsKeyDown(JOY1_UP) || IsKeyDown(KEY_W)) key = 'W';
if (IsKeyDown(JOY1_LEFT) || IsKeyDown(KEY_A)) key = 'A';
if (IsKeyDown(JOY1_DOWN) || IsKeyDown(KEY_S)) key = 'S';
if (IsKeyDown(JOY1_RIGHT) || IsKeyDown(KEY_D)) key = 'D';
if (IsKeyDown(KEY_SPACE) || IsKeyDown(KEY_RET) || IsKeyDown(JOY1_FIRE)) key = ' ';
if (IsKeyDown(KEY_M)) key = 'M';
if(key!='P' && key!='Q')
{
KeyDown(key);
key = 'P';
}
Sleep(7);
}
if(levelScore > levels[index].score) levels[index].score = levelScore;
if(index==36 && levelScore > levels[index].star1Score && gamemode==0)
{
DrawCoolString(0,0, " CONDENSATOR (KONDI) MODE ACTIVE! ", 8);
DrawCoolString(0,230, " ON CREDITS TYPE CONDI/CANDY! ", 8);
Sleep(200);
gamemode=1;
};
}
//}
//{-------------------------- Level --------------------------------
Level(int x, int y)
{
return actualLevel[y*maxSizeX+x];
}
//}
//{-------------------------- SetLevel --------------------------------
SetLevel(int x, int y, char c)
{
actualLevel[y*maxSizeX+x] = c;
}
//}
//{-------------------------- LastDrawnlevel --------------------------------
LastDrawnlevel(int x, int y)
{
return lastDrawnlevel[y*maxSizeX+x];
}
//}
//{-------------------------- DrawTable --------------------------------
DrawTable(char withWait, char fast )
{
int x;
int y;
int i;
int xonscreen;
int yonscreen;
char* space;
space = " ";
ptr = gameObjects;
for(x=0;x< maxSizeX;x++)
for(y=0;y< maxSizeY;y++)
{
if (lastDrawnlevel[0]=='S' || Level(x, y) != LastDrawnlevel(x, y) || (lastposx==x && lastposy==y && (posx != lastposx || posy != lastposy) ) )
{
int candy;
candy = 0;
switch (Level(x, y))
{
case 'B':
candy = 0;
break;
case 'P':
candy = 1;
break;
case 'O':
candy = 2;
break;
case 'G':
candy = 3;
break;
case 'Y':
candy = 4;
break;
case 'R':
candy = 5;
break;
case 'C':
candy = SPR_BOMB;
break;
case ' ':
candy = SPR_PROBASPRITE;
break;
case 'D':
candy = SPR_DISZKO;
break;
case 'X':
candy = SPR_CSIK;
break;
}
if(candy!=SPR_PROBASPRITE) candy=candy+gamemode*11;
DrawSprite(x, y, candy, x+y*maxSizeX);
if (x == lastposx && y == lastposy) { lastposx = -1; lastposx = -1; };
}
}
DrawSprite(posx, posy, SPR_KERET + moveMode, 58);
lastposx = posx;
lastposy = posy;
for(i=0;i<40;i++)
{
lastDrawnlevel[i] = actualLevel[i];
}
//if (withWait) Wait(fast);
if(levelScore>=levels[currentIndex].star1Score) DrawSprite2(40, 0, SPR_STAR+gamemode*11, 59);
if(levelScore>=levels[currentIndex].star2Score) DrawSprite2(48, 0, SPR_STAR+gamemode*11, 59);
if(levelScore>=levels[currentIndex].star3Score) DrawSprite2(56, 0, SPR_STAR+gamemode*11, 59);
DbDrawStrEx(12,0, itos(levelScore));
space = itos(lap);
DbDrawStrEx(33,0, strcat(space, " "));
}
//}
//{-------------------------- DrawSprite --------------------------------
DrawSprite(int x, int y, int candy, int index)
{
int xonscreen;
int yonscreen;
xonscreen= x*8 + startX;
yonscreen= y*30 + startY;
gIndex = DbInitGameObject(ptr,xonscreen,yonscreen,candy,GOFLG_VISIBLE, DbSprite16c16Mask,0,0);
DbClipSprite(gIndex);
DbDrawSprite(gIndex);
}
//}
//{-------------------------- DrawSprite2 --------------------------------
DrawSprite2(int x, int y, int candy, int index)
{
gIndex = DbInitGameObject(ptr,x,y,candy,GOFLG_VISIBLE, DbSprite16c16Mask,0,0);
DbClipSprite(gIndex);
DbDrawSprite(gIndex);
}
//}
/*
#pragma link forward
DrawSprite3(int x, int y, int obj, int index)
{
gIndex2[index] = DbInitGameObject(ptr++,x,y,obj,GOFLG_VISIBLE, DbSprite16c16Mask,backPtr,0);
backPtr+=88;
}
*/
//{-------------------------- ChangeMoveMode --------------------------------
ChangeMoveMode()
{
char temp;
int xx;
int yy;
if(moveMode)
{
selectedPosx = posx;
selectedPosy = posy;
}
else
{
if(posx==selectedPosx && posy==selectedPosy)
{
//Do nothing
}
else if (Level(posx, posy) == Level(selectedPosx, selectedPosy))
{
if(moveMode){ moveMode = 0;} else {moveMode=1;}
}
else
{
if (Level(posx,posy)=='D')
{
temp = Level(selectedPosx, selectedPosy);
for(xx=0;xx<maxSizeX;xx++)
{
for(yy=0;yy<maxSizeY;yy++)
{
if(temp==Level(xx, yy))
{
SetLevel(xx, yy, 'C');
levelScore+=2;
}
}
}
SetLevel(posx,posy, 'C' );
levelScore+=2;
SoundEffect(0, CrushSound);
}
else if (Level(selectedPosx,selectedPosy)=='D')
{
temp = Level(posx, posy);
for(xx=0;xx<maxSizeX;xx++)
{
for(yy=0;yy<maxSizeY;yy++)
{
if(temp==Level(xx, yy))
{
SetLevel(xx, yy, 'C');
levelScore+=2;
}
}
}
SetLevel(selectedPosx,selectedPosy, 'C');
levelScore+=2;
SoundEffect(0, CrushSound);
}
else if (Level(posx,posy)=='X')
{
if(posx!=selectedPosx)
{
for(xx=0;xx<maxSizeX;xx++)
{
SetLevel(xx, selectedPosy, 'C');
levelScore+=2;
}
}
if(posy!=selectedPosy)
{
for(yy=0;yy<maxSizeY;yy++)
{
SetLevel(selectedPosx, yy, 'C');
levelScore+=2;
}
}
SoundEffect(0, CrushSound);
}
else if (Level(selectedPosx,selectedPosy)=='X')
{
if(posx!=selectedPosx)
{
for(xx=0;xx<maxSizeX;xx++)
{
SetLevel(xx, posy, 'C');
levelScore+=2;
}
}
if(posy!=selectedPosy)
{
for(yy=0;yy<maxSizeY;yy++)
{
SetLevel(posx, yy, 'C');
levelScore+=2;
}
}
SoundEffect(0, CrushSound);
}
else
{
temp = Level(selectedPosx, selectedPosy);
SetLevel(selectedPosx, selectedPosy, Level(posx, posy));
SetLevel(posx, posy, temp);
}
deep=1;
lap--;
DrawTable(1,1);
for(xx=0;xx<maxSizeX;xx++)
{
for(yy=0;yy<maxSizeY;yy++)
{
if(Level(xx, yy)=='C') SetLevel(xx, yy, ' ');
}
}
Fall(1);
CheckTable(1);
}
}
}
//}
//{-------------------------- CheckTable --------------------------------
CheckTable(int draw)
{
int x;
int y;
char currchar;
int crush;
int cx1;
int cy1;
int cx2;
int cy2;
int cx3;
int cy3;
int cx4;
int cy4;
crush = 0;
cx1 = -1;
cy1 = -1;
cx2 = -1;
cy2 = -1;
cx3 = -1;
cy3 = -1;
cx4 = -1;
cy4 = -1;
for (x = 0; x < maxSizeX; x++)
{
for (y = 0; y < maxSizeY; y++)
{
currchar = Level(x, y);
//TODO: bomba L ,vagy nyalóka alakban
//Vízszintes 5-ös