วันจันทร์ที่ 29 กันยายน พ.ศ. 2551

เปิดรูป BMP 16 BIT

#include
#include
#include
#include
#include


struct BMP
{
char Type[2]; //File type. Set to "BM".
unsigned long Size; //Size in BYTES of the file.
unsigned long Reserved; //Reserved. Set to zero.
unsigned long OffSet; //Offset to the data.
unsigned long headsize; //Size of rest of header. Set to 40.
unsigned long Width; //Width of bitmap in pixels.
unsigned long Height; // Height of bitmap in pixels.
unsigned int Planes; //Number of Planes. Set to 1.
unsigned int BitsPerPixel; //Number of Bits per pixels.
unsigned long Compression; //Compression. Usually set to 0.
unsigned long SizeImage; //Size in bytes of the bitmap.
unsigned long XPixelsPreMeter; //Horizontal pixels per meter.
unsigned long YPixelsPreMeter; //Vertical pixels per meter.
unsigned long ColorsUsed; //Number of colors used.
unsigned long ColorsImportant; //Number of "important" colors.
} Obj;

int ShowBMP(int x, int y, char* FileName)
{
int b,a,im;

unsigned char* Datas;
int in=0;
unsigned char c=0;
FILE * fp;

fp = fopen(FileName,"rb");
if(!fp){
printf("Error : Unable to open file ..");
exit(0);
}

fread(&Obj, sizeof(Obj), 1, fp);
if(Obj.BitsPerPixel!=4) // This isn't a 16 color bmp we can read;
{
fclose(fp);
printf("Error : File format not supported ..");
exit(0);
};
fseek(fp,Obj.OffSet,SEEK_SET);
Datas=(unsigned char*) calloc(Obj.Width, sizeof(unsigned char));
im = 0;
for(b=Obj.Height;b>=0;b--)
{
fread(Datas, sizeof(unsigned char), Obj.Width/2, fp);
c=0;
in=0;
for(a=0;a<=Obj.Width;a+=2)
{
c = (Datas[in] | 0x00) >>4;
putpixel(a+x,b+y,c);
c = (Datas[in] | 0xF0) & 0x0F;
putpixel(a+1+x,b+y,c);
in++;
}
//fread(Datas, sizeof(unsigned char),1, fp);
//getch();
}
free (Datas);
fclose(fp);
return 1;
}


void main()
{
int color;
int gd , gm ;
gd = VGA ; gm = VGAHI;

initgraph(&gd,&gm,"");
ShowBMP(0,0,"test.bmp");
getch();
closegraph();
}

เกมงูกินหาง

#include
#include
#include
#include
#include
#include

check();
end();
win();
int m[500],n[500],con=20;
clock_t start,stop;
void main(void)
{

int gd=DETECT,gm,ch,maxx,maxy,x=13,y=14,p,q,spd=100;

initgraph(&gd,&gm,"..\bgi");

setcolor(WHITE);
settextstyle(3,0,6);
outtextxy(200,2," SNAKE 2 ");
settextstyle(6,0,2);
outtextxy(20,80," Use Arrow Keys To Direct The Snake ");
outtextxy(20,140," Avoid The Head Of Snake Not To Hit Any Part Of Snake");
outtextxy(20,160," Pick The Beats Untill You Win The Game ");
outtextxy(20,200," Press 'Esc' Anytime To Exit ");
outtextxy(20,220," Press Any Key To Continue ");
ch=getch();
if(ch==27) exit(0);
cleardevice();
maxx=getmaxx();
maxy=getmaxy();

randomize();

p=random(maxx);
int temp=p%13;
p=p-temp;
q=random(maxy);
temp=q%14;
q=q-temp;



start=clock();
int a=0,i=0,j,t;
while(1)
{

setcolor(WHITE);
setfillstyle(SOLID_FILL,con+5);
circle(p,q,5);
floodfill(p,q,WHITE);

if( kbhit() )
{
ch=getch(); if(ch==0) ch=getch();
if(ch==72&& a!=2) a=1;
if(ch==80&& a!=1) a=2;
if(ch==75&& a!=4) a=3;
if(ch==77&& a!=3) a=4;
}
else
{
if(ch==27
) break;
}

if(i<20){
m[i]=x;
n[i]=y;
i++;
}

if(i>=20)

{
for(j=con;j>=0;j--){
m[1+j]=m[j];
n[1+j]=n[j];
}
m[0]=x;
n[0]=y;

setcolor(WHITE);
setfillstyle(SOLID_FILL,con);
circle(m[0],n[0],8);
floodfill(m[0],n[0],WHITE);

setcolor(WHITE);
for(j=1;j setfillstyle(SOLID_FILL,con+j%3);
circle(m[j],n[j],5);
floodfill(m[j],n[j],WHITE);
}
delay(spd);

setcolor(BLACK);
setfillstyle(SOLID_FILL,BLACK);
circle(m[0],n[0],8);
floodfill(m[0],n[0],BLACK);

setcolor(BLACK);
setfillstyle(SOLID_FILL,BLACK);
circle(m[j],n[j],5);
floodfill(m[j],n[j],BLACK);

}
stop=clock();
t=(stop-start)/CLK_TCK;

//printf(" TIME %d sec ",t);
//printf("SCORE %d",con-5);
check();

if(x==p&&y==q) { con=con+5; if(spd>=5) spd=spd-5; else spd=5;
if(con>490) win();
p=random(maxx); temp=p%13; p=p-temp;
q=random(maxy); temp=q%14; q=q-temp;
}
if(a==1) y = y-14; if(y<0) { temp=maxy%14;y=maxy-temp;}
if(a==2) y = y+14; if(y>maxy) y=0;
if(a==3) x = x-13; if(x<0) { temp=maxx%13;x=maxx-temp;}
if(a==4) x = x+13; if(x>maxx) x=0;
if(a==0){ y = y+14 ; x=x+13; }
}

}


check(){
int a;
for(a=1;a
if(m[0]==m[a] && n[0]==n[a]) end();
else continue;

}
end()

{

int j,i;
setcolor(WHITE);
for(i=0;i<5;i++){
delay(500);
cleardevice();
delay(500);
for(j=0;j<=con;j++){
setfillstyle(SOLID_FILL,RED);
circle(m[j],n[j],5);
floodfill(m[j],n[j],WHITE);
}

}

settextstyle(3,0,4);
outtextxy(150,150," GAME OVER ");
getch();
getch();
exit(0);
}

win()
{
int j,i;
setcolor(WHITE);
for(i=0;i<5;i++){
for(j=0;j<=con;j++){
setfillstyle(SOLID_FILL,con);
circle(m[j],n[j],5);
floodfill(m[j],n[j],WHITE);
}
delay(500);
cleardevice();
delay(500);
}
settextstyle(3,0,4);
outtextxy(210,320," YOU WIN ");
getch();
exit(0);
}

สี่เหลี่ยม พิศวง

//n[n*n+1]/2.
void BuildMagicSquare()
{
int order=5,loop;
int MagicMat[5][5];
int SqrOfOrder = order * order;
int nCount=0, mid=order/2;
for(loop=1; loop<=SqrOfOrder ; ++loop)
{
MagicMat[nCount--][mid++] = loop;
if (loop % order == 0)
{
nCount += 2;
--mid;
}
else
{
if (mid==order)
mid -= order;
else if (nCount<0)
nCount += order;
}
}
}

สร้างเกม Tetris

/* Tetris in C*/

#include
#include
#include
#include
#include

#define NUM_OF_BLCKS 30

// Symbolic Constants
const int Sys_MAXX=640,Sys_MAXY=480;
const int EMPTY=-1,TRUE=1,FALSE=0;

// Global Variables
int driver=DETECT,mode,error;

// Structure and Class Declarations
class Window;
class Tetris;

class Window
{
private:
int xleft,ytop,xright,ybottom;
int Win_MAXX_Span,Win_MAXY_Span;
int linecolor,bgcolor;
public:
Window()
{
// NULL CONSTRUCTOR
// Assigning in the Sequence :
// Upper_Left(UL) , Lower_Right(LR)
xleft=ytop=0;
xright=Sys_MAXX;ybottom=Sys_MAXY;
Win_MAXX_Span=Sys_MAXX;
Win_MAXY_Span=Sys_MAXY;
linecolor=WHITE;
bgcolor=BLACK;
}
void set_window_par(int[],int,int);
void draw_window(void);
void putstring(char*,int,int);
int get_parameter(int);
};

void Window :: set_window_par(int xyco[],int lc=WHITE,int bgc=BLACK)
{
// Assigning in the Sequence :
// Upper_Left(UL) , Lower_Right(LR)
xleft=xyco[0];
ytop=xyco[1];
xright=xyco[2];
ybottom=xyco[3];

Win_MAXX_Span=xright-xleft;
Win_MAXY_Span=ybottom-ytop;
linecolor=lc;
bgcolor=bgc;
}

void Window :: draw_window(void)
{
setcolor(linecolor);
setlinestyle(0,0,1);
rectangle(xleft,ytop,xright,ybottom);
setfillstyle(1,bgcolor);
floodfill(xleft+1,ytop+1,linecolor);
}

void Window :: putstring(char s[],int xco,int yco)
{
moveto(xco,yco);
settextstyle(TRIPLEX_FONT,HORIZ_DIR,0);
setcolor(WHITE);
setusercharsize(1,2,1,2);
outtext(s);
}

int Window :: get_parameter(int Para_id)
{
int Para_value;
switch(Para_id)
{
case 1: Para_value=xleft;
case 2: Para_value=ytop;
case 3: Para_value=xright;
case 4: Para_value=ybottom;
case 5: Para_value=Win_MAXX_Span;break;
case 6: Para_value=Win_MAXY_Span;break;
case 7: Para_value=linecolor;break;
case 8: Para_value=bgcolor;break;
}
return Para_value;
}


class Tetris
{
private:
int SCode,PCode,TCode;
int **tarr,fbsize,boxtype;
int VXCh,HYCh,fillcol;
Window W1; // Main Window
Window W2; // Side Window
Window W3; // Next_Piece Window
Window W4; // Total Score Window
Window W5; // "Total Lines Destroyed" Window
Window W6; // "Lines Remaining for Game Over" Window
Window W7; // "Level" Window
public:
Tetris(){fbsize=10;fillcol=RED;}
void regulate_play(void);
void initialize_windows(void);
void gen_randshape(void);
void draw_shape(int,int,int,Window*);
int verify_vert_movement(int,int);
}Temp;


void Tetris :: regulate_play(void)
{
int i,j,r;
int channel,y=0;
int prevchan,prevy;

initialize_windows();

/*
Looping as many times as user desires .Each time, one Tetris-Block is
produced randomly at the top of Main Window, slides in Free-fall
and settles at floor of the Tetris Window. In the meanwhile, next piece
is produced randomly(displayed in "Next Piece Window"), which is used as
the Falling Tetris-Block in next iteration.
Please note, here:
'T' - the invoking object from main() is object for Tetris Main Window
'Temp' - Is the Object for "Next Piece Window"
*/
for(r=0;r {
if(r==0)
// Very 1st Looping
{
// Hence, Generating shape to be used currently/initially by using Next_Piece Object
Temp.gen_randshape();

// Randomly Selecting the FillColor of the Shape that will be drawn in Main Window
do{
fillcol=random(16);
}while(fillcol==WHITE||fillcol==YELLOW||fillcol==BLACK);
}
else
// Subsequent Iterations
{
// Erasing "Next Piece Window" Graphically
W3.draw_window();
// Erasing "Next Piece Window" Logically (i.e. contents of tarr[][] reset)
Temp.draw_shape(3,3,EMPTY,&W3);
}

// Making the Next Piece Obj contents as the Main Window Piece Obj contents
SCode=Temp.SCode;
PCode=Temp.PCode;
TCode=Temp.TCode;
if(r!=0)
fillcol=Temp.fillcol;

// Generating a Random Next-Piece =>
// This will by above assignments become
// the Current Piece in next iteration
Temp.gen_randshape();

// Randomly Selecting the Channel =>
// One of the (45-3) Vertical Channels that the piece can be launched
// into Free-Fall from Top of the Tetris Window
channel=random(VXCh-3);

// Randomly Selecting the FillColor of the Shape that will be drawn in the Next Piece Window
do{
Temp.fillcol=random(16);
}while(Temp.fillcol==WHITE||Temp.fillcol==YELLOW|| Temp.fillcol==BLACK);

// Drawing the Pieces in Main & Next Piece Window respectively
draw_shape(channel,y,fillcol,&W1);
Temp.draw_shape(3,3,Temp.fillcol,&W3);

// Erasing Piece from Main Window
W1.draw_window();draw_shape(channel,y,EMPTY,&W1);


// Iterating for Current Piece for Free-Fall Motion to floor of Tetris Window
// Here:
// 1. 'j' will control the FREE-FALLING Motion of Tetris Block
// 2. 'channel' will control Horizontal/Sideways Motion of Tetris Block
for(j=y;(j ||(j ||(j {
prevchan=channel;

if(channel==0)
// We have reached the LEFTMOST boundary
// Hence, we may either let 'channel' be or Increment it
// We CANNOT and MUST NOT Decrement 'channel'
{
switch(random(2))
{
case 0:break;
case 1:channel++;
}
}

else if((channel==VXCh-2&&boxtype==23) || (channel==VXCh-3&&boxtype==32) ||
(channel==VXCh-1&&boxtype==14) || (channel==VXCh-4&&boxtype==41) ||(channel==VXCh-2&&boxtype==22))
// We have reached the RIGHTMOST boundary
// Hence, we may either let 'channel' be or Decrement it
// We CANNOT and MUST NOT Increment 'channel'
{
switch(random(2))
{
case 0:break;
case 1:channel--;
}
}
else
// We are somewhere in the middle
// Hence, we may move leftwards, rightwards or stay as it is
{
switch(random(3))
{
case 0:channel++;break;
case 1:channel--;break;
case 2:break;
}
}

if(j!=y)
// Executing for all iterations except the 1st one
{
// Erasing contents of Tetris Main Window Graphically
W1.draw_window();

// Erasing contents of Tetris Main Window Logically
// (i.e. contents of tarr[][] are reset)
draw_shape(prevchan,j-1,EMPTY,&W1);
}

// Drawing the Tetris Block with new values of 'channel' & 'j'
draw_shape(channel,j,fillcol,&W1);

// Testing whether further vertical motion is possible or not
// Depending upon that, we either continue or abandon iterating
if(!verify_vert_movement(channel,j))
break;
delay(1000);
}
}
}


void Tetris :: initialize_windows(void)
{
//TESTING Window Drawings
initgraph(&driver,&mode,"\\TC\\BGI");
error=graphresult();
if(error!=grOk)
{
printf("GRAPHICS ERROR!!");
getch();
exit(1);
}

int xy1[4],xy2[4],xy3[4],xy4[4],xy5[4],xy6[4],xy7[4];

// Setting Window Parameters
xy1[0]=10;xy1[1]=10;
xy1[2]=460;xy1[3]=470;

xy2[0]=480;xy2[1]=10;
xy2[2]=630;xy2[3]=470;

xy3[0]=510;xy3[1]=40;
xy3[2]=600;xy3[3]=120;

xy4[0]=495;xy4[1]=160;
xy4[2]=615;xy4[3]=190;

xy5[0]=495;xy5[1]=230;
xy5[2]=615;xy5[3]=260;

xy6[0]=495;xy6[1]=300;
xy6[2]=615;xy6[3]=330;

xy7[0]=495;xy7[1]=370;
xy7[2]=615;xy7[3]=400;

W1.set_window_par(xy1);
W2.set_window_par(xy2);
W3.set_window_par(xy3);
W4.set_window_par(xy4);
W5.set_window_par(xy5);
W6.set_window_par(xy6);
W7.set_window_par(xy7);


// Initializing for the Main Window Tetris Obj 'T/Temp' the following parameters ;
// 1. No. of Vertical Channels or Vertical Span (VXCh)
// 2. No. of Horizontal Channels ot Horizontal Span (HYCh)
// 3. 2D-Array 'tarr' where -
// tarr[i][j] => 10pixel by 10pixel block, 3-4 of which put together forms ONE Tetris Block
VXCh=W1.get_parameter(5)/fbsize;
HYCh=W1.get_parameter(6)/fbsize;
tarr=(int**)malloc((VXCh)*sizeof(int));
for(int i=0;i tarr[i]=(int*)malloc((HYCh)*sizeof(int));

for(int j=0;j for(int k=0;k tarr[j][k]=EMPTY;


// Initializing for the Next Piece Window Tetris Obj 'Temp' the following parameters ;
// 1. No. of Vertical Channels or Vertical Span (HYCh)
// 2. No. of Horizontal Channels ot Horizontal Span (HYCh)
// 3. 2D-Array 'tarr' where -
// tarr[i][j] => 10pixel by 10pixel block, 3-4 of which put together forms ONE Tetris Block
Temp.VXCh=W3.get_parameter(5)/fbsize;
Temp.HYCh=W3.get_parameter(6)/fbsize;
Temp.tarr=(int**)malloc((Temp.VXCh)*sizeof(int));
for(i=0;i Temp.tarr[i]=(int*)malloc((Temp.HYCh)*sizeof(int));

for(j=0;j for(k=0;k Temp.tarr[j][k]=EMPTY;


// Drawing all the Windows
W1.draw_window();
W2.draw_window();
W3.draw_window();
W4.draw_window();
W5.draw_window();
W6.draw_window();
W7.draw_window();

// Writing String Entries in Windows
W2.putstring("Next Piece :",495,20);
W2.putstring("SCORE :",495,140);
W2.putstring("Tot. Lines Dest. :",495,210);
W2.putstring("Lines Rem. :",495,280);
W2.putstring("LEVEL :",495,350);
}


void Tetris :: gen_randshape(void)
{
SCode=random(7);
// Scode=0 --> L-Shape , Scode=1 --> InvL-Shape
// Scode=2 --> T-Shape , Scode=3 --> Z-Shape
// Scode=4 --> InvZ-Shape , Scode=5 --> I-Shape
// Scode=6 --> Sq-Shape

// Tcode=0 --> L1 , Tcode=1 --> L2 , Tcode=2 --> L3
// Tcode=3 --> L4 , Tcode=4 --> IL1 , Tcode=5 --> IL2
// Tcode=6 --> IL3 , Tcode=7 --> IL4 , Tcode=8 --> T1
// Tcode=9 --> T2 , Tcode=10 --> T3 , Tcode=11 --> T4
// Tcode=12 --> Z1 , Tcode=13 --> Z2 , Tcode=14 --> IZ1
// Tcode=15 --> IZ2 , Tcode=16 --> I1 , Tcode=17 --> I2
// Tcode=18 --> Sq

/*
NOTE:
1. TCode=0 --> L1 => Normal 'L' Shaped Block, i.e. '|_'
Give Anti-Clockwise Rotation to visualize L2, L3 & L4

2. TCode=4 --> IL1 => Inverted 'L' Shaped Block, i.e. '_|'
Give Anti-Clockwise Rotation to visualize IL2, IL3 & IL4

3. TCode=8 --> T1 => '_|_' Shaped Block
Give Anti-Clockwise Rotation to visualize T2, T3 & T4
_
4. TCode=12 -->Z1 => Normal 'Z' Shaped Block, i.e. ' |_'
Give Anti-Clockwise Rotation to visualize Z2

_
5. TCode=14 -->IZ1 => Inverted 'Z' Shaped Block, i.e. '_| '
Give Anti-Clockwise Rotation to visualize IZ2

6. TCode=16 -->I1 => Long Vertically Standing Block
7. TCode=17 -->I2 => Long Horizontally Sleeping Block
8. TCode=18 -->Sq => Sq Block consisting of 2 by 2 fundamental blocks

Each of the above 8 sets consist of 4 Fundamental Blocks
*/

switch(SCode)
{
case 0:
case 1:
case 2: PCode=random(4);TCode=4*SCode+PCode;break;
case 3: PCode=random(2);TCode=12+PCode;break;
case 4: PCode=random(2);TCode=14+PCode;break;
case 5: PCode=random(2);TCode=16+PCode;break;
case 6: PCode=0;TCode=18;
}
}


void Tetris :: draw_shape(int channel,int y,int DMode,Window *W)
{
if(TCode==18)
{
// Boxtype is 2Col by 2Rows (i.e. 2VXPix by 2HYPix)
boxtype=22;
// Drawing the 4 Blocks Logically
tarr[channel][y]=tarr[channel][y+1]=tarr[channel+1][y]=tarr[channel+1][y+1]=DMode;
}

else if(TCode==16)
{
// Boxtype is 1Col by 4Row (i.e. 1VXPix by 4HYPix)
boxtype=14;
// Drawing the 4 Blocks Logically
tarr[channel][y]=tarr[channel][y+1]=tarr[channel][y+2]=tarr[channel][y+3]=DMode;
}

else if(TCode==17)
{
// Boxtype is 4Col by 1Row (i.e. 4VXPix by 1HYPix)
boxtype=41;
// Drawing the 4 Blocks Logically
tarr[channel][y]=tarr[channel+1][y]=tarr[channel+2][y]=tarr[channel+3][y]=DMode;
}

else if(TCode==0||TCode==2||TCode==4||TCode==6||
TCode==9||TCode==11||TCode==13||TCode==15)
{
// Boxtype is 2Col by 3Rows (i.e. 2VXPix by 3HYPix)
boxtype=23;
if(TCode==0||TCode==6||TCode==9)
// Drawing the Common Blocks Logically
tarr[channel][y]=tarr[channel][y+1]=tarr[channel][y+2]=DMode;
else if(TCode==2||TCode==4||TCode==11)
// Drawing the Common Blocks Logically
tarr[channel+1][y]=tarr[channel+1][y+1]=tarr[channel+1][y+2]=DMode;
else if(TCode==13||TCode==15)
// Drawing the Common Blocks Logically
tarr[channel][y+1]=tarr[channel+1][y+1]=DMode;
}

else if(TCode==1||TCode==3||TCode==5||TCode==7||
TCode==8||TCode==10||TCode==12||TCode==14)
{
// Boxtype is 3Col by 2Rows (i.e. 3VXPix by 2HYPix)
boxtype=32;
if(TCode==1||TCode==7||TCode==8)
// Drawing the Common Blocks Logically
tarr[channel][y+1]=tarr[channel+1][y+1]=tarr[channel+2][y+1]=DMode;
else if(TCode==3||TCode==5||TCode==10)
// Drawing the Common Blocks Logically
tarr[channel][y]=tarr[channel+1][y]=tarr[channel+2][y]=DMode;
else if(TCode==12||TCode==14)
// Drawing the Common Blocks Logically
tarr[channel+1][y]=tarr[channel+1][y+1]=DMode;
}

// Drawing the Specialized Xtra Blocks Logically
switch(TCode)
{
case 0: tarr[channel+1][y+2]=DMode;break;
case 1: tarr[channel+2][y]=DMode;break;
case 2: tarr[channel][y]=DMode;break;
case 3: tarr[channel][y+1]=DMode;break;
case 4: tarr[channel][y+2]=DMode;break;
case 5: tarr[channel+2][y+1]=DMode;break;
case 6: tarr[channel+1][y]=DMode;break;
case 7: tarr[channel][y]=DMode;break;
case 8: tarr[channel+1][y]=DMode;break;
case 9: tarr[channel+1][y+1]=DMode;break;
case 10:tarr[channel+1][y+1]=DMode;break;
case 11:tarr[channel][y+1]=DMode;break;
case 12:tarr[channel][y]=DMode;tarr[channel+2][y+1]=DMode;break;
case 13:tarr[channel+1][y]=DMode;tarr[channel][y+2]=DMode;break;
case 14:tarr[channel][y+1]=DMode;tarr[channel+2][y]=DMode;break;
case 15:tarr[channel][y]=DMode;tarr[channel+1][y+2]=DMode;break;
}

// Actually Drawing it Graphically for Window W1
if(W==&W1)
{
for(int i=0;i for(int j=0;j if(tarr[i][j]!=EMPTY)
{
setcolor(YELLOW);
setlinestyle(0,0,1);
rectangle(fbsize*(i+1),fbsize*(j+1),fbsize*(i+2),fbsize*(j+2));
setfillstyle(1,tarr[i][j]);
floodfill(fbsize*(i+1)+1,fbsize*(j+1)+1,YELLOW);
}
}
else
{
for(int i=0;i for(int j=0;j if(tarr[i][j]!=EMPTY)
{
setcolor(YELLOW);
setlinestyle(0,0,1);
rectangle(fbsize*(i+51),fbsize*(j+4),fbsize*(i+52) ,fbsize*(j+5));
setfillstyle(1,tarr[i][j]);
floodfill(fbsize*(i+51)+1,fbsize*(j+4)+1,YELLOW);
}
}
}


int Tetris :: verify_vert_movement(int channel,int y)
{
if(TCode==18)
{
if(tarr[channel][y+2]!=EMPTY||tarr[channel+1][y+2]!=EMPTY)
return FALSE;
else
return TRUE;
}

else if(TCode==16)
{
if(tarr[channel][y+4]!=EMPTY)
return FALSE;
else
return TRUE;
}

else if(TCode==17)
{
if(tarr[channel][y+1]!=EMPTY||tarr[channel+1][y+1]!=EMPTY||tarr[channel+2][y+1]!=EMPTY||tarr[channel+3][y+1]!=EMPTY)
return FALSE;
else
return TRUE;
}

else if(TCode==0||TCode==2||TCode==4||TCode==6||
TCode==9||TCode==11||TCode==13||TCode==15)
{
if(TCode==0||TCode==6||TCode==9)
{
// Analysing the Common Blocks Logically
if(tarr[channel][y+3]!=EMPTY)
return FALSE;
}

else if(TCode==2||TCode==4||TCode==11)
{
// Analysing the Common Blocks Logically
if(tarr[channel+1][y+3]!=EMPTY)
return FALSE;
}

else if(TCode==13)
{
// Analysing the Blocks Logically
if(tarr[channel][y+3]!=EMPTY||tarr[channel+1][y+2]!=EMPTY)
return FALSE;
else
return TRUE;
}

else if(TCode==15)
{
// Analysing the Blocks Logically
if(tarr[channel][y+2]!=EMPTY||tarr[channel+1][y+3]!=EMPTY)
return FALSE;
else
return TRUE;
}
}

else if(TCode==1||TCode==3||TCode==5||TCode==7||
TCode==8||TCode==10||TCode==12||TCode==14)
{
if(TCode==1||TCode==7||TCode==8)
{
// Analysing the Common Blocks Logically
if(tarr[channel][y+2]!=EMPTY||tarr[channel+1][y+2]!=EMPTY||tarr[channel+2][y+2]!=EMPTY)
return FALSE;
else
return TRUE;
}
else if(TCode==12)
{
// Analysing the Blocks Logically
if(tarr[channel][y+1]!=EMPTY||tarr[channel+1][y+2]!=EMPTY||tarr[channel+2][y+2]!=EMPTY)
return FALSE;
else
return TRUE;
}
else if(TCode==14)
{
// Analysing the Blocks Logically
if(tarr[channel][y+2]!=EMPTY||tarr[channel+1][y+2]!=EMPTY||tarr[channel+2][y+1]!=EMPTY)
return FALSE;
else
return TRUE;
}
}

// Analysing the Specialized Xtra Blocks Logically
switch(TCode)
{
case 0: if(tarr[channel+1][y+3]!=EMPTY)return FALSE;break;
case 6: if(tarr[channel+1][y+1]!=EMPTY)return FALSE;break;
case 9: if(tarr[channel+1][y+2]!=EMPTY)return FALSE;break;

case 2: if(tarr[channel][y+1]!=EMPTY)return FALSE;break;
case 4: if(tarr[channel][y+3]!=EMPTY)return FALSE;break;
case 11:if(tarr[channel][y+2]!=EMPTY)return FALSE;break;

case 3: if(tarr[channel][y+2]!=EMPTY||tarr[channel+1][y+1]!=EMPTY||tarr[channel+2][y+1]!=EMPTY)return FALSE;break;
case 5: if(tarr[channel][y+1]!=EMPTY||tarr[channel+1][y+1]!=EMPTY||tarr[channel+2][y+2]!=EMPTY)return FALSE;break;
case 10:if(tarr[channel][y+1]!=EMPTY||tarr[channel+1][y+2]!=EMPTY||tarr[channel+2][y+1]!=EMPTY)return FALSE;//break;
}
return TRUE;
}



// Main Prog :
void main()
{
//Seeding the Random Number Generator
randomize();
Tetris T;

printf("\n\nWelcome to Tetris \n\n");
printf("\n\nThis Demo is a glimpse into a preliminary Version and just shows the Movement of Various Tetris Pieces along the Tetris Play Space\n\n");
printf("\n\nUser I/P is NOT Expected\n\n");
printf("\n\n\nPress ENTER to goto Graphics Mode and See the DEMO\n\n\n");
getch();clrscr();
T.regulate_play();
getch();
}

สร้างเกม PONG ในภาษา C แบบ 2

/* Program for a basic 2 player Pong match with no specialized shot/bounce physics */

/*
Programmed By:
Rajiv Iyer,
T.E. Computers,
SIES GST, Nerul
*/

/* SOURCE CODE */
#include
#include
#include
#include
#include
#include
#include

#define BARSIZE 4
#define DEFRAD 10
#define DEFDELAY 20
#define LONGDELAY 1500
#define HFSND 70000
#define DEFPENALTY 50
#define DEFREWARD 25

/* Global Variables */
// Symbolic Constants
const int BARYCH=10;
const int DXCH=3,DYCH=3;
const int TRUE=1,FALSE=0;
const int FWD=0,BCK=1,UP=0,DWN=1;
const int LEFT=1,RIGHT=2,TOP=3,BOTTOM=4;

// Other Variables
int gd,gm,MAXX,MAXY;
int bounce=TRUE,cuttingbound;
int linecol,fillcol;

/* Structure Declaration */
struct Player
{
int num;
int bar[BARSIZE];
int points;
int returned,missed;
}P1,P2;

struct Sphere
{
int xinst,yinst;
int xdir,ydir;
int radius;
}Ball;

/* Function Prototypes */
void instructions(void);
void initGraphics(void);
void testResolution(void);
void moveBall(void);
int testBoundary(void);
int keyhit(void);
void rebound(void);
void drawBall(void);
void drawUserBars(void);
void pauseMenu(void);
void displayStats(void);

void main()
{
testResolution();
instructions();
moveBall();
}

void instructions(void)
{
clrscr();
printf("Welcome to the Basic 2D Tennis Program!");
printf("\n\nKeys for User I :-\n");
printf("MOVE BAR UP : 'W' or 'w'\n");
printf("MOVE BAR DOWN : 'S' or 's'\n");
printf("\n\nKeys for User II :-\n");
printf("MOVE BAR UP : 'P' or 'p'\n");
printf("MOVE BAR DOWN : 'L' or 'l'\n");

printf("\n\nCommon Keys:\n");
printf("Terminate Game : 'T' or 't'\n");
printf("Halt/Pause Game : 'H' or 'h'\n");

printf("\n\nAll Keys are Case Insensitive!");
printf("\n\n\nPress Any Key to Enter Graphics Mode & PLAY ! ..... ");
getch();
}

void initGraphics(void)
{
int error;
initgraph(&gd,&gm,"\\TC\\BGI");
error=graphresult();
if(error!=grOk)
{
printf("\n\n\aGRAPHICS ERROR! Error Code : %d",error);
getch();exit(1);
}
}

void testResolution(void)
{
clrscr();
printf("Testing System Resolution! Press Any Key to enter Graphics Mode ....");
getch();

initGraphics();
MAXX=getmaxx();
MAXY=getmaxy();
closegraph();

printf("System Resolution Detected!\n");
printf("\nHORIZONTAL PIXEL SPAN : %d (0 to %d)",MAXX+1,MAXX);
printf("\nVERTICAL PIXEL SPAN : %d (0 to %d)",MAXY+1,MAXY);
getch();
clrscr();
}

void moveBall(void)
{
// Seeding Random Number Generator
randomize();
// Initializing the Graphics Mode
initGraphics();

// Initializing the Position of the Two Player Bars
P1.bar[0]=20 ; P1.bar[1]=200; P1.bar[2]=30 ; P1.bar[3]=280;
P2.bar[0]=610; P2.bar[1]=200; P2.bar[2]=620; P2.bar[3]=280;
// Initializing the Marks Tally of Both Players to Zero
P1.points=P2.points=0;
P1.returned=P2.returned=0;
P1.missed=P2.missed=0;
// Initializing the Position of the Ball
Ball.xinst=MAXX/2;
Ball.yinst=MAXY/2;
Ball.radius=DEFRAD;
// Randomizing the Initial Direction of Travel of Ball
Ball.xdir=random(2);
Ball.ydir=random(2);
// Iterating Till Either User Hits TERMINATE(T) Key
while(!keyhit())
{
if(testBoundary())
{
// Drawing the Ball
cleardevice();
//setfillstyle(1,0);
//bar(0,0,640,480);
drawBall();
drawUserBars();
delay(DEFDELAY);
// Making Changes
if(Ball.xdir==FWD)
Ball.xinst+=DXCH;
else
Ball.xinst-=DXCH;
if(Ball.ydir==UP)
Ball.yinst-=DYCH;
else
Ball.yinst+=DYCH;
}
else
rebound();
}
closegraph();
displayStats();
}

int keyhit(void)
{
int i;
char uch,tempch;
if(kbhit())
{
uch=getch();
switch(uch)
{
case 't':
case 'T':
// The TERMINATE (T) Key was hit - so Returning True
return TRUE;
case 'w':
case 'W':
// The UP-Direction Key for Player I has been pressed
// Testing Whether Player Bar goes out of window with such a move
if(P1.bar[1]-BARYCH<0)
{
//sound(HFSND);
//nosound();
}
else
{
for(i=1;i P1.bar[i]-=BARYCH;
}
return FALSE;
case 's':
case 'S':
// The DOWN-Direction Key for Player I has been pressed
// Testing Whether Player Bar goes out of window with such a move
if(P1.bar[3]+BARYCH>MAXY)
{
//sound(HFSND);
//nosound();
}
else
{
for(i=1;i P1.bar[i]+=BARYCH;
}
return FALSE;
case 'p':
case 'P':
// The UP-Direction Key for Player II has been pressed
// Testing Whether Player Bar goes out of window with such a move
if(P2.bar[1]-BARYCH<0)
{
//sound(HFSND);
//nosound();
}
else
{
for(i=1;i P2.bar[i]-=BARYCH;
}
return FALSE;
case 'l':
case 'L':
// The DOWN-Direction Key for Player II has been pressed
// Testing Whether Player Bar goes out of window with such a move
if(P2.bar[3]+BARYCH>MAXY)
{
//sound(HFSND);
//nosound();
}
else
{
for(i=1;i P2.bar[i]+=BARYCH;
}
return FALSE;

case 'h':
case 'H':
//do{
pauseMenu();
//tempch=getch();
//}while(tempch!='h' && tempch!='H');
return FALSE;
default:
return FALSE;
}
}
else
return FALSE;
}

int testBoundary(void)
{
if(bounce==TRUE)
return TRUE;
else
{
if((Ball.xinst+Ball.radius)>=MAXX || (Ball.xinst-Ball.radius)<=0)
{
if((Ball.xinst+Ball.radius)>=MAXX)
{
cuttingbound=RIGHT;
// Player 2 misses Shot => Hence Deducting Points
P2.points-=DEFPENALTY;
P2.missed++;
}
else if((Ball.xinst-Ball.radius)<=0)
{
cuttingbound=LEFT;
// Player 1 misses Shot => Hence Deducting Points
P1.points-=DEFPENALTY;
P1.missed++;
}
// Resetting Ball to Center of Screen
Ball.xinst=MAXX/2;
Ball.yinst=MAXY/2;
// Randomizing the Initial Direction of Travel
Ball.xdir=random(2);
Ball.ydir=random(2);
// Delaying for Short Period before Graphically Resetting
delay(LONGDELAY);
return TRUE;
}
else if((Ball.yinst+Ball.radius)>=MAXY || (Ball.yinst-Ball.radius)<=0)
{
if((Ball.yinst+Ball.radius)>=MAXY)
cuttingbound=BOTTOM;
else if((Ball.yinst-Ball.radius)<=0)
cuttingbound=TOP;
return FALSE;
}
else if((Ball.xinst+Ball.radius)>=P2.bar[0] && (Ball.yinst>P2.bar[1] && Ball.yinst {
cuttingbound=RIGHT;
// Player 2 Returns Shot Successfully => Hence Rewarding Points
P2.points+=DEFREWARD;
P2.returned++;
return FALSE;
}
else if((Ball.xinst-Ball.radius)<=P1.bar[2] && (Ball.yinst>P1.bar[1] && Ball.yinst {
cuttingbound=LEFT;
// Player 1 Returns Shot Successfully => Hence Rewarding Points
P1.points+=DEFREWARD;
P1.returned++;
return FALSE;
}
else
return TRUE;
}
}

void rebound(void)
{
bounce=TRUE;
switch(cuttingbound)
{
case LEFT:Ball.xdir=FWD;break;
case RIGHT:Ball.xdir=BCK;break;
case TOP:Ball.ydir=DWN;break;
case BOTTOM:Ball.ydir=UP;break;
}
}

void drawBall(void)
{
if(bounce==TRUE)
{
bounce=FALSE;
//do{
linecol=(15);
fillcol=(15);
//}while(linecol==BLACK || fillcol==BLACK || linecol==fillcol);
}
setcolor(linecol);
circle(Ball.xinst,Ball.yinst,Ball.radius);
setfillstyle(1,fillcol);
floodfill(Ball.xinst,Ball.yinst,linecol);
}

void drawUserBars(void)
{
// Drawing Player I Bar
setcolor(linecol);
rectangle(P1.bar[0],P1.bar[1],P1.bar[2],P1.bar[3]);
setfillstyle(1,fillcol);
floodfill(P1.bar[0]+5,P1.bar[1]+5,linecol);
// Drawing Player I Bar
setcolor(linecol);
rectangle(P2.bar[0],P2.bar[1],P2.bar[2],P2.bar[3]);
setfillstyle(1,fillcol);
floodfill(P2.bar[0]+5,P2.bar[1]+5,linecol);
}

void pauseMenu(void)
{
char pch;

do{
settextstyle(TRIPLEX_FONT,HORIZ_DIR,3);
outtextxy(150,100,"1. Resume Game");
outtextxy(150,200,"2. Display Statistics");
outtextxy(150,300,"3. Controls");

pch=getch();
switch(pch)
{
case '1':
break;
case '2':
closegraph();
displayStats();
initGraphics();
break;
case '3':
closegraph();
instructions();
initGraphics();
break;
default:
printf("\n\n\aInvalid Choice!\n\n\a");
}
}while(pch!='1');
}

void displayStats(void)
{
// Printing All Collected Statistics
printf("Statistics Score-Card :\n");
printf("\n\nFor User I :\nShots Taken : %d\nShots Missed : %d\nTotal Score : %d",P1.returned,P1.missed,P1.points);
printf("\n\nFor User II :\nShots Taken : %d\nShots Missed : %d\nTotal Score : %d",P2.returned,P2.missed,P2.points);
printf("\n\n\nWINNER : ");
if(P1.points>P2.points)
printf("Player I !!");
else if(P1.points printf("Player II !!");
else
printf("Undeterminable !!");
getch();
}

สร้างเกม PONG ในภาษา C

/* SOURCE CODE */
#include
#include
#include
#include
#include
#include
#include

#define DEFDELAY 5

/* Global Variables */
// Symbolic Constants
const int xincr=1,yincr=1;
const int TRUE=1,FALSE=0;
const int FWD=0,BCK=1,UP=0,DWN=1;
const int LEFT=1,RIGHT=2,TOP=3,BOTTOM=4;

// Other Variables
int gd,gm,MAXX,MAXY;
int xstart,ystart,ballrad;
int xinst,yinst;
int xdir,ydir,cuttingbound;
int bounce=TRUE,linecol,fillcol;

/* Function Prototypes */
void initgraphics(void);
void testresolution(void);
void moveball(void);
int testboundary(void);
void rebound(void);
void drawball(void);
void showimpact(void);

void main()
{
testresolution();
printf("Please Enter XY Co-Ordinates of Starting Point : ");
scanf("%d%d",&xstart,&ystart);
printf("\n\nEnter the Size of Ball (Radius) : ");
scanf("%d",&ballrad);

printf("\n\n\nPress Any Key to Enter Graphics Mode ..... ");
getch();
moveball();
}

void initgraphics(void)
{
int error;
initgraph(&gd,&gm,"\\TC\\BGI");
error=graphresult();
if(error!=grOk)
{
printf("\n\n\aGRAPHICS ERROR! Error Code : %d",error);
getch();exit(1);
}
}

void testresolution(void)
{
clrscr();
printf("Testing System Resolution! Press Any Key to enter Graphics Mode ....");
getch();

initgraphics();
MAXX=getmaxx();
MAXY=getmaxy();
closegraph();

printf("System Resolution Detected!\n");
printf("\nHORIZONTAL PIXEL SPAN : %d (0 to %d)",MAXX+1,MAXX);
printf("\nVERTICAL PIXEL SPAN : %d (0 to %d)",MAXY+1,MAXY);
getch();
clrscr();
}

void moveball(void)
{
// Seeding Random Number Generator
randomize();
// Initializing the Graphics Mode
initgraphics();

// Initializing the Position of the Ball
xinst=xstart;
yinst=ystart;
// Iterating Till User Hits a Key
xdir=random(2);
ydir=random(2);
while(!kbhit())
{
if(testboundary())
{
// Drawing the Ball
cleardevice();
drawball();
delay(DEFDELAY);
// Making Changes
if(xdir==FWD)
xinst+=xincr;
else
xinst-=xincr;
if(ydir==UP)
yinst-=yincr;
else
yinst+=yincr;
}
else
rebound();
}
closegraph();
}

int testboundary(void)
{
if(bounce==TRUE)
return TRUE;
else
{
if((xinst+ballrad)>=MAXX || (xinst-ballrad)<=0 ||
(yinst+ballrad)>=MAXY || (yinst-ballrad)<=0)
{
if((xinst+ballrad)>=MAXX)
cuttingbound=RIGHT;
else if((xinst-ballrad)<=0)
cuttingbound=LEFT;
else if((yinst+ballrad)>=MAXY)
cuttingbound=BOTTOM;
else
cuttingbound=TOP;
return FALSE;
}
else
return TRUE;
}
}

void rebound(void)
{
bounce=TRUE;
switch(cuttingbound)
{
case LEFT:xdir=FWD;break;
case RIGHT:xdir=BCK;break;
case TOP:ydir=DWN;break;
case BOTTOM:ydir=UP;break;
}
}

void drawball(void)
{
if(bounce==TRUE)
{
bounce=FALSE;
do{
linecol=random(15);
fillcol=random(15);
}while(linecol==BLACK || fillcol==BLACK || linecol==fillcol);
}
setcolor(linecol);
circle(xinst,yinst,ballrad);
setfillstyle(1,fillcol);
floodfill(xinst,yinst,linecol);
}

เปิดไฟล์ เสียง WAV 8 BIT ในภาษาซี

#include "ALLOC.H"
#include "DOS.H"
#include "CONIO.H"
#include "STDIO.H"

void playwav (char wavefile[14], float delaytime );
int ResetDSP(unsigned int Test);


void main()
{
char *name;
printf("Enter the file name...:");
scanf("%s",name);


playwav(name,1.0);

}


void playwav(char wavefile[14],float delaytime);
struct WaveData {
unsigned int SoundLength, Frequency;
char *Sample;
};


struct HeaderType {
long RIFF; //RIFF header
char NI1 [18]; //not important

unsigned int Channels; //channels 1 = mono; 2 = stereo
long Frequency; //sample frequency
char NI2 [6]; //not important
char BitRes; //bit resolution 8/16 bit
char NI3 [12]; //not important
} Header;





struct WaveData Voice; //Pointer to wave file


unsigned int Base; //Sound Blaster base address


char WaveFile [25]; //File name for the wave file to be
//played
// Checks to see if a Sound Blaster exists at a given address, returns
// true if Sound Blaster found, false if not.

int ResetDSP(unsigned int Test)
{
//Reset the DSP
outportb (Test + 0x6, 1);
delay(10);
outportb (Test + 0x6, 0);
delay(10);
//Check if (reset was succesfull
if ((inportb(Test + 0xE) & 0x80 == 0x80) && (inportb(Test + 0xA) ==
0xAA))
{
//DSP was found
Base = Test;
return (1);
}
else
//No DSP was found
return (0);
}


// Send a byte to the DSP (Digital Signal Processor) on the Sound
//Blaster

void WriteDSP(unsigned char Value)
{
//Wait for the DSP to be ready to accept data
while ((inportb(Base + 0xC) & 0x80) == 0x80);
//Send byte

outportb (Base + 0xC, Value);
}


// Plays a part of the memory

void PlayBack (struct WaveData *Wave)
{
long LinearAddress;
unsigned int Page, OffSet;
unsigned char TimeConstant;


TimeConstant = (65536 - (256000000 / Wave->Frequency)) >> 8;
WriteDSP(0x40); //DSP-command 40h - Set sample
//frequency
WriteDSP(TimeConstant); //Write time constant


//Convert pointer to linear address
LinearAddress = FP_SEG (Wave->Sample);
LinearAddress = (LinearAddress << 4) + FP_OFF (Wave->Sample);
Page = LinearAddress >> 16; //Calculate page
OffSet = LinearAddress & 0xFFFF; //Calculate offset in the page
/*
Note - this procedure only works with DMA channel 1
*/
outportb (0x0A, 5); //Mask DMA channel 1
outportb (0x0C, 0); //Clear byte pointer
outportb (0x0B, 0x49); //Set mode
/*
The mode consists of the following:
0x49 = binary 01 00 10 01
| | | |
| | | +- DMA channel 01
| | +---- Read operation (the DSP reads from
memory)
| +------- Single cycle mode
+---------- Block mode
*/


outportb (0x02, OffSet & 0x100); //Write the offset to the DMA
//controller
outportb (0x02, OffSet >> 8);


outportb (0x83, Page); //Write the page to the DMA
//controller


outportb (0x03, Wave->SoundLength & 0x100);
outportb (0x03, Wave->SoundLength >> 8);


outportb (0x0A, 1); //Unmask DMA channel



WriteDSP(0x14); // DSP-command 14h - Single cycle
//playback
WriteDSP(Wave->SoundLength & 0xFF);
WriteDSP(Wave->SoundLength >> 8);
}


// Loads a wave file into memory.
// This procedure expects a _very_ standard wave header.
// It doesn't perform much error checking.

int LoadVoice (struct WaveData *Voice, char *FileName)
{
FILE *WAVFile;


//If it can't be opened...
WAVFile = fopen(FileName, "rb");
if (WAVFile == NULL) {
//..display error message


return (0);
}


//Return length of file for sound length minus 48 bytes for .WAV
//header
fseek(WAVFile, 0L, SEEK_END);
Voice->SoundLength = ftell (WAVFile) - 48;
fseek(WAVFile, 0L, SEEK_SET);


//Check RIFF header
if (Voice->SoundLength > 32000) {




if (Voice->SoundLength > 64000) {


Voice->SoundLength = 64000;
}
}
free(Voice->Sample);
Voice->Sample = (char *)malloc(Voice->SoundLength); //Assign memory
if (!Voice->Sample) {

return (0);
}


//Load the sample data
fread(&Header, 46, 1, WAVFile);


//Check RIFF header
if (Header.RIFF != 0x46464952) {
printf ("Not a wave file");
return (0);
}


//Check channels
if (Header.Channels != 1) {
printf ("Not a mono wave file");
return (0);
}


//Check bit resolution
if (Header.BitRes != 8) {
printf ("Not an 8-bit wave file");
return (0);
}


Voice->Frequency = Header.Frequency;


//Load the sample data
fread(Voice->Sample, Voice->SoundLength + 2, 1, WAVFile);


fclose (WAVFile); //Close the file


return (1);
}


void playwav (char wavefile[14], float delaytime )
{
delaytime=1.0;
if (ResetDSP (0x220)) {
//at 220h
printf ("");
} else {
if (ResetDSP (0x240)) {

//at 240h
printf ("");
} else {
//or none at all
printf ("");
return;
}
}




//Load wave file
if (LoadVoice (&Voice, wavefile)) {


//Start playback
PlayBack (&Voice);


delay(delaytime*1000);


//Stops DMA-transfer
WriteDSP (0xD0);
}
}