644 lines
15 KiB
C
644 lines
15 KiB
C
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/**********/
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/* mine.c */
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/**********/
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#define _WINDOWS
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#include <windows.h>
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#include <port1632.h>
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#include "res.h"
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#include "main.h"
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#include "rtns.h"
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#include "util.h"
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#include "grafix.h"
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#include "sound.h"
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#include "pref.h"
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/*** External Data ***/
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extern HWND hwndMain;
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/*** Global/Local Variables ***/
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PREF Preferences;
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INT xBoxMac; /* Current width of field */
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INT yBoxMac; /* Current height of field */
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INT dxWindow; /* current width of window */
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INT dyWindow;
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INT wGameType; /* Type of game */
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INT iButtonCur = iButtonHappy;
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INT cBombStart; /* Count of bombs in field */
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INT cBombLeft; /* Count of bomb locations left */
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INT cBoxVisit; /* Count of boxes visited */
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INT cBoxVisitMac; /* count of boxes need to visit */
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INT cSec; /* Count of seconds remaining */
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BOOL fTimer = fFalse;
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BOOL fOldTimerStatus = fFalse;
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INT xCur = -1; /* Current position of down box */
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INT yCur = -1;
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CHAR rgBlk[cBlkMax];
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#define iStepMax 100
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INT rgStepX[iStepMax];
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INT rgStepY[iStepMax];
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INT iStepMac;
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/*** Global/External Variables ***/
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extern BOOL fBlock;
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extern INT fStatus;
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/****** F C H E C K W I N ******/
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/* Return TRUE if player won the game */
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#if 0
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BOOL fCheckWin(VOID)
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{
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if (cBombLeft)
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return (fFalse);
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else
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return ((cBoxVisit + cBombStart) == (xBoxMac*yBoxMac));
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}
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#else
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#define fCheckWin() (cBoxVisit == cBoxVisitMac)
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#endif
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/****** C H A N G E B L K ******/
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VOID ChangeBlk(INT x, INT y, INT iBlk)
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{
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SetBlk(x,y, iBlk);
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DisplayBlk(x,y);
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}
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/****** C L E A R F I E L D ******/
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VOID ClearField(VOID)
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{
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REGISTER i;
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for (i = cBlkMax; i-- != 0; ) /* zero all of data */
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rgBlk[i] = (CHAR) iBlkBlankUp;
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for (i = xBoxMac+2; i-- != 0; ) /* initialize border */
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{
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SetBorder(i,0);
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SetBorder(i,yBoxMac+1);
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}
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for (i = yBoxMac+2; i-- != 0;)
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{
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SetBorder(0,i);
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SetBorder(xBoxMac+1,i);
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}
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}
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/******* C O U N T B O M B S *******/
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/* Count the bombs surrounding the point */
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INT CountBombs(INT xCenter, INT yCenter)
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{
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REGISTER INT x;
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REGISTER INT y;
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INT cBombs = 0;
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for(y = yCenter-1; y <= yCenter+1; y++)
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for(x = xCenter-1; x <= xCenter+1; x++)
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if(fISBOMB(x,y))
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cBombs++;
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return(cBombs);
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}
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/****** S H O W B O M B S ******/
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/* Display hidden bombs and wrong bomb guesses */
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VOID ShowBombs(INT iBlk)
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{
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REGISTER INT x;
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REGISTER INT y;
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for(y = 1; y <= yBoxMac; y++)
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{
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for(x = 1; x <= xBoxMac; x++)
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{
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if (!fVISIT(x,y))
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{
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if (fISBOMB(x,y))
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{
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if (!fGUESSBOMB(x,y) )
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SetBlk(x,y, iBlk);
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}
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else if (fGUESSBOMB(x,y))
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SetBlk(x,y, iBlkWrong);
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}
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}
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}
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DisplayGrid();
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}
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/****** G A M E O V E R ******/
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VOID GameOver(BOOL fWinLose)
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{
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fTimer = fFalse;
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DisplayButton(iButtonCur = fWinLose ? iButtonWin : iButtonLose);
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ShowBombs(fWinLose ? iBlkBombUp : iBlkBombDn);
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if (fWinLose && (cBombLeft != 0))
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UpdateBombCount(-cBombLeft);
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PlayTune(fWinLose ? TUNE_WINGAME : TUNE_LOSEGAME);
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SetStatusDemo;
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if (fWinLose && (Preferences.wGameType != wGameOther)
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&& (cSec < Preferences.rgTime[Preferences.wGameType]))
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{
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Preferences.rgTime[Preferences.wGameType] = cSec;
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DoEnterName();
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DoDisplayBest();
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}
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}
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/****** D O T I M E R ******/
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VOID DoTimer(VOID)
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{
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if (fTimer && (cSec < 999))
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{
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cSec++;
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DisplayTime();
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PlayTune(TUNE_TICK);
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}
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}
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/****** S T E P X Y ******/
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VOID StepXY(INT x, INT y)
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{
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INT cBombs;
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INT iBlk = (y<<5) + x;
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BLK blk = rgBlk[iBlk];
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if ( (blk & MaskVisit) ||
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((blk &= MaskData) == iBlkMax) ||
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(blk == iBlkBombUp) )
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return;
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cBoxVisit++;
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rgBlk[iBlk] = (CHAR) (MaskVisit | (cBombs = CountBombs(x,y)));
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//
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// SetDIBitsToDevice(hDCCapture,
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// (x<<4)+(dxGridOff-dxBlk), (y<<4)+(dyGridOff-dyBlk),
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// dxBlk, dyBlk, 0, 0, 0, dyBlk,
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// lpDibBlks + rgDibOff[cBombs],
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// (LPBITMAPINFO) lpDibBlks, DIB_RGB_COLORS);
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//
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DisplayBlk(x,y);
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if (cBombs != 0)
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return;
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rgStepX[iStepMac] = x;
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rgStepY[iStepMac] = y;
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if (++iStepMac == iStepMax)
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iStepMac = 0;
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}
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/****** S T E P B O X ******/
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VOID StepBox(INT x, INT y)
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{
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INT iStepCur = 0;
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iStepMac = 1;
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StepXY(x,y);
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if (++iStepCur != iStepMac)
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while (iStepCur != iStepMac)
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{
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x = rgStepX[iStepCur];
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y = rgStepY[iStepCur];
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StepXY(x-1, --y);
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StepXY(x, y);
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StepXY(x+1, y);
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StepXY(x-1, ++y);
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StepXY(x+1, y);
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StepXY(x-1, ++y);
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StepXY(x, y);
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StepXY(x+1, y);
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if (++iStepCur == iStepMax)
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iStepCur = 0;
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}
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}
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/****** S T E P S Q U A R E ******/
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/* Step on a single square */
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VOID StepSquare(INT x, INT y)
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{
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if (fISBOMB(x,y))
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{
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if (cBoxVisit == 0)
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{
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INT xT, yT;
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for (yT = 1; yT < yBoxMac; yT++)
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for (xT = 1; xT < xBoxMac; xT++)
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if (!fISBOMB(xT,yT))
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{
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IBLK(x,y) = (CHAR) iBlkBlankUp; /* Move bomb out of way */
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SetBomb(xT, yT);
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StepBox(x,y);
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return;
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}
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}
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else
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{
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ChangeBlk(x, y, MaskVisit | iBlkExplode);
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GameOver(fLose);
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}
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}
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else
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{
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StepBox(x,y);
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if (fCheckWin())
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GameOver(fWin);
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}
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}
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/******* C O U N T M A R K S *******/
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/* Count the bomb marks surrounding the point */
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INT CountMarks(INT xCenter, INT yCenter)
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{
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REGISTER INT x;
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REGISTER INT y;
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INT cBombs = 0;
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for(y = yCenter-1; y <= yCenter+1; y++)
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for(x = xCenter-1; x <= xCenter+1; x++)
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if (fGUESSBOMB(x,y))
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cBombs++;
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return(cBombs);
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}
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/****** S T E P B L O C K ******/
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/* Step in a block around a single square */
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VOID StepBlock(INT xCenter, INT yCenter)
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{
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REGISTER INT x;
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REGISTER INT y;
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BOOL fGameOver = fFalse;
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if ( (!fVISIT(xCenter,yCenter))
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/* || fGUESSBOMB(xCenter,yCenter) */
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|| (iBLK(xCenter,yCenter) != CountMarks(xCenter,yCenter)) )
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{
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/* not a safe thing to do */
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TrackMouse(-2, -2); /* pop up the blocks */
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return;
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}
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for(y=yCenter-1; y<=yCenter+1; y++)
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for(x=xCenter-1; x<=xCenter+1; x++)
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{
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if (!fGUESSBOMB(x,y) && fISBOMB(x,y))
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{
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fGameOver = fTrue;
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ChangeBlk(x, y, MaskVisit | iBlkExplode);
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}
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else
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StepBox(x,y);
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}
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if (fGameOver)
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GameOver(fLose);
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else if (fCheckWin())
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GameOver(fWin);
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}
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/****** S T A R T G A M E *******/
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VOID StartGame(VOID)
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{
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BOOL fAdjust;
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INT x;
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INT y;
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fTimer = fFalse;
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fAdjust = (Preferences.Width != xBoxMac || Preferences.Height != yBoxMac)
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? (fResize | fDisplay) : fDisplay;
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xBoxMac = Preferences.Width;
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yBoxMac = Preferences.Height;
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ClearField();
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iButtonCur = iButtonHappy;
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cBombStart = Preferences.Mines;
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do
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{
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do
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{
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x = Rnd(xBoxMac) + 1;
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y = Rnd(yBoxMac) + 1;
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}
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while ( fISBOMB(x,y) );
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SetBomb(x,y);
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}
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while(--cBombStart);
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cSec = 0;
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cBombLeft = cBombStart = Preferences.Mines;
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cBoxVisit = 0;
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cBoxVisitMac = (xBoxMac * yBoxMac) - cBombLeft;
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SetStatusPlay;
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UpdateBombCount(0);
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AdjustWindow(fAdjust);
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}
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#define fValidStep(x,y) (! (fVISIT(x,y) || fGUESSBOMB(x,y)) )
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/****** P U S H B O X ******/
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VOID PushBoxDown(INT x, INT y)
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{
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BLK iBlk = iBLK(x,y);
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if (iBlk == iBlkGuessUp)
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iBlk = iBlkGuessDn;
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else if (iBlk == iBlkBlankUp)
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iBlk = iBlkBlank;
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SetBlk(x,y,iBlk);
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}
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/****** P O P B O X U P ******/
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VOID PopBoxUp(INT x, INT y)
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{
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BLK iBlk = iBLK(x,y);
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if (iBlk == iBlkGuessDn)
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iBlk = iBlkGuessUp;
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else if (iBlk == iBlkBlank)
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iBlk = iBlkBlankUp;
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SetBlk(x,y,iBlk);
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}
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/****** T R A C K M O U S E ******/
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VOID TrackMouse(INT xNew, INT yNew)
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{
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if((xNew == xCur) && (yNew == yCur))
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return;
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{
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INT xOld = xCur;
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INT yOld = yCur;
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xCur = xNew;
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yCur = yNew;
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if (fBlock)
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{
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INT x;
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INT y;
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BOOL fValidNew = fInRange(xNew, yNew);
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BOOL fValidOld = fInRange(xOld, yOld);
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INT yOldMin = max(yOld-1,1);
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INT yOldMax = min(yOld+1,yBoxMac);
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INT yCurMin = max(yCur-1,1);
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INT yCurMax = min(yCur+1,yBoxMac);
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INT xOldMin = max(xOld-1,1);
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INT xOldMax = min(xOld+1,xBoxMac);
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INT xCurMin = max(xCur-1,1);
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INT xCurMax = min(xCur+1,xBoxMac);
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if (fValidOld)
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for (y=yOldMin; y<=yOldMax; y++)
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for (x=xOldMin; x<=xOldMax; x++)
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if (!fVISIT(x,y))
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PopBoxUp(x, y);
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if (fValidNew)
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for (y=yCurMin; y<=yCurMax; y++)
|
||
|
for (x=xCurMin; x<=xCurMax; x++)
|
||
|
if (!fVISIT(x,y))
|
||
|
PushBoxDown(x, y);
|
||
|
|
||
|
if (fValidOld)
|
||
|
for (y=yOldMin; y<=yOldMax; y++)
|
||
|
for (x=xOldMin; x<=xOldMax; x++)
|
||
|
DisplayBlk(x, y);
|
||
|
|
||
|
if (fValidNew)
|
||
|
for (y=yCurMin; y<=yCurMax; y++)
|
||
|
for (x=xCurMin; x<=xCurMax; x++)
|
||
|
DisplayBlk(x, y);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (fInRange(xOld, yOld) && !fVISIT(xOld,yOld) )
|
||
|
{
|
||
|
PopBoxUp(xOld, yOld);
|
||
|
DisplayBlk(xOld, yOld);
|
||
|
}
|
||
|
if (fInRange(xNew, yNew) && fValidStep(xNew, yNew))
|
||
|
{
|
||
|
PushBoxDown(xCur, yCur);
|
||
|
DisplayBlk(xCur, yCur);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/****** M A K E G U E S S ******/
|
||
|
|
||
|
VOID MakeGuess(INT x, INT y)
|
||
|
{
|
||
|
BLK iBlk;
|
||
|
|
||
|
if(fInRange(x,y))
|
||
|
{
|
||
|
if(!fVISIT(x,y))
|
||
|
{
|
||
|
if(fGUESSBOMB(x,y))
|
||
|
{
|
||
|
if (Preferences.fMark)
|
||
|
iBlk = iBlkGuessUp;
|
||
|
else
|
||
|
iBlk = iBlkBlankUp;
|
||
|
UpdateBombCount(+1);
|
||
|
}
|
||
|
else if(fGUESSMARK(x,y))
|
||
|
{
|
||
|
iBlk = iBlkBlankUp;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
iBlk = iBlkBombUp;
|
||
|
UpdateBombCount(-1);
|
||
|
}
|
||
|
|
||
|
ChangeBlk(x,y, iBlk);
|
||
|
|
||
|
if (fGUESSBOMB(x,y) && fCheckWin())
|
||
|
GameOver(fWin);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/****** D O B U T T O N 1 U P ******/
|
||
|
|
||
|
VOID DoButton1Up(VOID)
|
||
|
{
|
||
|
if (fInRange(xCur, yCur))
|
||
|
{
|
||
|
|
||
|
if ((cBoxVisit == 0) && (cSec == 0))
|
||
|
{
|
||
|
PlayTune(TUNE_TICK);
|
||
|
cSec++;
|
||
|
DisplayTime();
|
||
|
fTimer = fTrue;
|
||
|
|
||
|
// Start the timer now. If we had started it earlier,
|
||
|
// the interval between tick 1 and 2 is not correct.
|
||
|
if (SetTimer(hwndMain, ID_TIMER, 1000 , NULL) == 0)
|
||
|
{
|
||
|
ReportErr(ID_ERR_TIMER);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (!fStatusPlay)
|
||
|
xCur = yCur = -2;
|
||
|
|
||
|
if (fBlock)
|
||
|
StepBlock(xCur, yCur);
|
||
|
else
|
||
|
if (fValidStep(xCur, yCur))
|
||
|
StepSquare(xCur, yCur);
|
||
|
}
|
||
|
|
||
|
DisplayButton(iButtonCur);
|
||
|
}
|
||
|
|
||
|
|
||
|
/****** P A U S E G A M E ******/
|
||
|
|
||
|
VOID PauseGame(VOID)
|
||
|
{
|
||
|
EndTunes();
|
||
|
// remember the oldtimer status.
|
||
|
|
||
|
if (!fStatusPause)
|
||
|
fOldTimerStatus = fTimer;
|
||
|
if (fStatusPlay)
|
||
|
fTimer = fFalse;
|
||
|
|
||
|
SetStatusPause;
|
||
|
}
|
||
|
|
||
|
|
||
|
/****** R E S U M E G A M E ******/
|
||
|
|
||
|
VOID ResumeGame(VOID)
|
||
|
{
|
||
|
// restore to the old timer status.
|
||
|
if (fStatusPlay)
|
||
|
fTimer = fOldTimerStatus;
|
||
|
|
||
|
ClrStatusPause;
|
||
|
}
|
||
|
|
||
|
|
||
|
/****** U P D A T E B O M B C O U N T ******/
|
||
|
|
||
|
VOID UpdateBombCount(INT BombAdjust)
|
||
|
{
|
||
|
cBombLeft += BombAdjust;
|
||
|
DisplayBombCount();
|
||
|
}
|