511 lines
12 KiB
C
511 lines
12 KiB
C
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#include "stdlib.h"
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#include "fxlib.h"
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#include "MonochromeLib.h"
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// Sprites
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// Tiles 13*13
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char tile0[] = {127,240,213,88,170,168,213,88,170,168,213,88,170,168,213,88,170,168,213,88,170,168,213,88,127,240}; // Vide
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char tile1[] = {127,240,128,8,128,8,135,8,136,136,128,136,129,8,130,8,132,8,143,136,128,8,128,8,127,240}; // 2
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char tile2[] = {127,240,128,8,128,8,129,8,131,8,133,8,137,8,143,136,129,8,129,8,128,8,128,8,127,240}; // 4
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char tile3[] = {127,240,128,8,128,8,135,8,136,136,136,136,135,8,136,136,136,136,135,8,128,8,128,8,127,240}; // 8
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char tile4[] = {127,240,128,8,128,8,144,200,177,8,146,8,147,200,146,40,146,40,185,200,128,8,128,8,127,240}; // 16
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char tile5[] = {127,240,128,8,128,8,128,8,184,200,133,40,152,72,132,136,185,232,128,8,128,8,128,8,127,240}; // 32
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char tile6[] = {127,240,128,8,128,8,128,8,152,104,160,168,185,40,165,232,152,40,128,8,128,8,128,8,127,240}; // 64
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char tile7[] = {127,240,253,248,249,248,253,248,253,248,248,248,255,248,231,56,218,216,247,56,238,216,195,56,127,240}; // 128
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char tile8[] = {127,240,249,248,246,248,253,248,251,248,240,248,255,248,195,56,222,248,194,56,250,216,199,56,127,240}; // 256
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char tile9[] = {127,240,240,248,247,248,240,248,254,248,241,248,255,248,247,56,230,216,247,184,247,120,226,24,127,240}; // 512
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char tile10[] = {127,240,247,56,230,216,246,216,246,216,227,56,255,248,231,152,219,88,246,216,238,24,195,216,127,240}; // 1024
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char tile11[] = {127,240,231,56,218,216,246,216,238,216,195,56,255,248,243,56,234,216,219,56,194,216,251,56,127,240}; // 2048
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char tile12[] = {127,240,255,248,255,248,248,248,247,120,255,120,254,248,253,248,255,248,253,248,255,248,255,248,127,240}; // 4096
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char tile13[] = {127,240,255,248,255,248,253,248,253,248,253,248,253,248,253,248,255,248,253,248,255,248,255,248,127,240}; // WTF
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// Autre
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char scoreBG[] = {63,255,255,255,254,0,127,255,255,255,255,0,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,127,255,255,255,255,0,63,255,255,255,254,0}; // 41*19
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// Déclare les booléens ><
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#define false 0
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#define true 1
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typedef char bool;
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typedef struct Cell {
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int x;
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int y;
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} Cell;
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typedef struct Tile {
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int x;
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int y;
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int value;
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bool hasMerged;
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Cell previousPosition;
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} Tile;
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typedef struct Grid {
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Tile array[4][4];
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} Grid;
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typedef struct Traversal {
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int x[4];
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int y[4];
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} Traversal;
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typedef struct findFarthestPosition_return {
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Cell next;
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Cell farthest;
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} findFarthestPosition_return;
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int Game_score = 0;
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bool Game_over = false;
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bool Game_won = false;
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bool Game_terminated = false;
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bool Game_keepPlaying = true;
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int storage_bestScore = 6357;
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Grid Grid_grid;
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// Fonctions
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int rand_int(int min, int max) {
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return min + (rand() % (int)(max - min + 1));
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}
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int drawFixedTiles() {
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// Variables
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int x, y;
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// Éxecution
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for (x = 0; x <= 3; x++) {
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for (y = 0; y <= 3; y++) {
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drawTileCase(Grid_grid.array[x][y]);
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}
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}
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}
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int drawTile(int x, int y, int value) {
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ML_rectangle(x + 1, y + 1, x + 11, y + 11, 0, ML_TRANSPARENT, ML_WHITE);
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switch (value) {
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case 0:
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ML_bmp_or(tile0, x, y, 13, 13);
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break;
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case 1:
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ML_bmp_or(tile1, x, y, 13, 13);
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break;
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case 2:
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ML_bmp_or(tile2, x, y, 13, 13);
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break;
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case 3:
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ML_bmp_or(tile3, x, y, 13, 13);
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break;
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case 4:
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ML_bmp_or(tile4, x, y, 13, 13);
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break;
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case 5:
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ML_bmp_or(tile5, x, y, 13, 13);
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break;
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case 6:
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ML_bmp_or(tile6, x, y, 13, 13);
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break;
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case 7:
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ML_bmp_or(tile7, x, y, 13, 13);
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break;
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case 8:
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ML_bmp_or(tile8, x, y, 13, 13);
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break;
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case 9:
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ML_bmp_or(tile9, x, y, 13, 13);
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break;
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case 10:
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ML_bmp_or(tile10, x, y, 13, 13);
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break;
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case 11:
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ML_bmp_or(tile11, x, y, 13, 13);
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break;
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default:
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ML_bmp_or(tile12, x, y, 13, 13);
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break;
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}
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}
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int drawTileCase(Tile tile) {
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drawTile(5+tile.x*14, 5+tile.y*14, tile.value);
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}
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// Grid
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bool Grid_withinBounds(Cell position) { // En abuser
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return (position.x >= 0 && position.x < 4 && position.y >= 0 && position.y < 4);
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}
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Tile Grid_cellContent(Cell cell) {
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Tile back;
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if (Grid_withinBounds(cell)) {
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return Grid_grid.array[cell.x][cell.y];
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} else {
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back.value = -1;
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return back;
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}
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}
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bool Grid_cellOccupied(Cell cell) {
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return (Grid_cellContent(cell).value > 0);
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}
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bool Grid_cellAvailable(Cell cell) { // Pareil
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return !Grid_cellOccupied(cell);
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}
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int Grid_insertTile(Tile tile) {
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Grid_grid.array[tile.x][tile.y] = tile;
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}
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int Grid_removeTile(Tile tile) {
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Cell emptyCell;
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Tile emptyTile;
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emptyCell.x = -1;
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emptyCell.y = -1;
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emptyTile.x = tile.x;
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emptyTile.y = tile.y;
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emptyTile.value = 0;
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emptyTile.hasMerged = false;
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emptyTile.previousPosition = emptyCell;
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Grid_grid.array[tile.x][tile.y] = emptyTile;
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}
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int Grid_avaiableCellsAmount() {
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int avaiableCellsNumber = 0, x, y;
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Cell testCell;
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for (x = 0; x <= 3; x++) {
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for (y = 0; y <= 3; y++) {
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testCell.x = x;
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testCell.y = y;
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if (Grid_cellAvailable(testCell)) {
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avaiableCellsNumber++;
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}
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}
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}
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return avaiableCellsNumber;
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}
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void storage_setBestScore(int bestScore) {
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storage_bestScore = bestScore;
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// Sauvegarder dans la mémoire
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}
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// Screen (O HTML_Actuator)
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void Screen_updateScore() {
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// Affiche le score à l'écran
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}
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void Screen_updateBestScore() {
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// Affiche le meilleur score à l'écran
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}
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void Screen_message(bool won) {
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if (won) { // PHD
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PrintXY(67, 54, "WON", 0);
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} else {
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PrintXY(67, 54, "LOSE", 0);
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}
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}
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void Screen_actuate() {
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drawFixedTiles(); // O self.addTile(cell);
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Screen_updateScore(); // O self.updateScore(metadata.score);
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Screen_updateBestScore(); // O self.updateBestScore(metadata.bestScore);
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if (Game_terminated) {
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if (Game_over) {
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Screen_message(false);
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} else if (Game_won) {
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Screen_message(true);
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}
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}
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ML_display_vram();
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}
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Cell convertNumber2Pos(int number) {
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Cell position;
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position.x = number/4;
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position.x = number%4;
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}
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// Game (O Game_manager)
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bool Game_isGameTerminated() {
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return (Game_over || (Game_won && !Game_keepPlaying));
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}
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void Game_actuate() {
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if (storage_bestScore < Game_score) {
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storage_setBestScore(Game_score);
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}
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Screen_actuate();
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}
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Traversal Game_buildTraversals(Cell vector) {
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Traversal traversal;
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int i;
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for (i = 0; i <= 3; i++) {
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traversal.x[i] = (vector.x == 1 ? 3-i : i );
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traversal.y[i] = (vector.y == 1 ? 3-i : i );
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}
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return traversal;
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}
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Cell Game_getVector(int direction) {
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Cell vector;
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switch(direction) {
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case 0:
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vector.x = 0; vector.y = -1;
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break;
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case 1:
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vector.x = 1; vector.y = 0;
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break;
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case 2:
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vector.x = 0; vector.y = 1;
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break;
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case 3:
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vector.x = -1; vector.y = 0;
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break;
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}
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return vector;
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}
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void Game_prepareTiles() {
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Cell previousPosition;
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int x, y;
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for (x = 0; x <= 3; x++) {
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for (y = 0; y <= 3; y++) {
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Grid_grid.array[x][y].hasMerged = false;
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previousPosition.x = Grid_grid.array[x][y].x;
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previousPosition.y = Grid_grid.array[x][y].y;
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Grid_grid.array[x][y].previousPosition = previousPosition;
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}
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}
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}
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findFarthestPosition_return Game_findFarthestPosition(Cell cell, Cell vector) {
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Cell previous;
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findFarthestPosition_return back;
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// Progress towards the vector direction until an obstacle is found
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do {
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previous = cell;
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cell.x = previous.x + vector.x;
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cell.y = previous.y + vector.y;
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} while (Grid_withinBounds(cell) && Grid_cellAvailable(cell));
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back.farthest = previous;
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back.next = cell; // Used to check if a merge is required
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return back;
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}
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Game_moveTile(Tile tile, Cell cell) {
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Grid_removeTile(tile);
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tile.x = cell.x;
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tile.y = cell.y;
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Grid_insertTile(tile);
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}
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bool Game_positionsEqual(Cell first, Tile second) {
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return (first.x == second.x && first.y == second.y);
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}
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Cell Grid_randomAvaiableCell() {
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int avaiableCellsNumber, choosenCellNumber, x, y;
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Cell position;
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avaiableCellsNumber = Grid_avaiableCellsAmount();
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choosenCellNumber = rand_int(1, avaiableCellsNumber);
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avaiableCellsNumber = 0; // Sert de compteur ici
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for (x = 0; x <= 3; x++) {
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for (y = 0; y <= 3; y++) {
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position.x = x;
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position.y = y;
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if (Grid_cellAvailable(position)) {
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avaiableCellsNumber++;
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if (avaiableCellsNumber == choosenCellNumber) {
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return position;
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}
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}
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}
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}
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}
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void Game_addRandomTile() {
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Tile tile; Cell position;
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if (Grid_avaiableCellsAmount() > 0) {
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position = Grid_randomAvaiableCell();
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tile.value = (rand_int(0, 10) < 9 ? 1 : 2);
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tile.x = position.x;
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tile.y = position.y;
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tile.previousPosition = position;
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tile.hasMerged = false;
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Grid_insertTile(tile);
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}
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}
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void Game_move(int direction) { // 0: up, 1: right, 2: down, 3: left
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Cell vector, cell, farthest, next;
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Tile tile, merged;
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Traversal traversals;
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findFarthestPosition_return position;
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bool moved = false;
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int xI, yI;
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if (Game_isGameTerminated()) { return; }
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vector = Game_getVector(direction);
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traversals = Game_buildTraversals(vector);
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Game_prepareTiles();
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for (xI = 0; xI <= 3; xI++) {
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for (yI = 0; yI <= 3; yI++) {
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cell.x = traversals.x[xI]; cell.y = traversals.y[yI];
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tile = Grid_cellContent(cell);
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if (tile.value > 0) {
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position = Game_findFarthestPosition(cell, vector);
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next = position.next;
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farthest = position.farthest;
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if (Grid_cellContent(next).value == tile.value && !tile.hasMerged) { // Merge
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merged.x = next.x;
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merged.y = next.y;
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merged.value = tile.value + 1;
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merged.hasMerged = true;
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merged.previousPosition = cell;
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Grid_insertTile(merged);
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Grid_removeTile(tile);
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tile.x = next.x;
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tile.y = next.y;
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Game_score += merged.value;
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if (merged.value == 11) {
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Game_won = true;
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}
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moved = true;
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} else {
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Game_moveTile(tile, farthest);
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moved = true;
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}
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}
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}
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}
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if (moved) {
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Game_addRandomTile();
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// if (!Game_moveAvaiable()) {
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// this.over = true;
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// }
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Game_actuate();
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}
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}
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int initGame() {
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// Variables
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int x, y;
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ML_clear_screen();
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// Draw Titre
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PrintXY(67, 54, "2048", 0);
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|
// Reset variables
|
||
|
Game_score = 0;
|
||
|
Game_over = false;
|
||
|
Game_won = false;
|
||
|
Game_terminated = false;
|
||
|
Game_keepPlaying = true;
|
||
|
|
||
|
for (x = 0; x <= 3; x++) {
|
||
|
for (y = 0; y <= 3; y++) {
|
||
|
Grid_grid.array[x][y].x = x;
|
||
|
Grid_grid.array[x][y].y = y;
|
||
|
Grid_grid.array[x][y].value = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
drawFixedTiles();
|
||
|
|
||
|
// Draw Score
|
||
|
ML_bmp_or(scoreBG, 68, 4, 41, 19);
|
||
|
ML_bmp_or(scoreBG, 68, 25, 41, 19);
|
||
|
PrintXY(70, 6, "SCORE", 1);
|
||
|
PrintXY(100, 14, "0", 1);
|
||
|
PrintXY(70, 27, "BEST", 1);
|
||
|
PrintXY(100, 35, "0", 1);
|
||
|
|
||
|
Game_addRandomTile();
|
||
|
Game_addRandomTile();
|
||
|
|
||
|
Game_actuate();
|
||
|
|
||
|
}
|
||
|
|
||
|
int AddIn_main(int isAppli, unsigned short OptionNum) {
|
||
|
// Variables
|
||
|
unsigned int key;
|
||
|
|
||
|
while (1) { // Tant qu'on joue...
|
||
|
initGame();
|
||
|
while (1) { // Boucle des mouvements
|
||
|
GetKey(&key);
|
||
|
switch (key) {
|
||
|
case KEY_CTRL_UP:
|
||
|
Game_move(0);
|
||
|
break;
|
||
|
case KEY_CTRL_RIGHT:
|
||
|
Game_move(1);
|
||
|
break;
|
||
|
case KEY_CTRL_DOWN:
|
||
|
Game_move(2);
|
||
|
break;
|
||
|
case KEY_CTRL_LEFT:
|
||
|
Game_move(3);
|
||
|
break;
|
||
|
case KEY_CTRL_DEL:
|
||
|
initGame();
|
||
|
break;
|
||
|
case KEY_CHAR_PLUS:
|
||
|
Game_addRandomTile();
|
||
|
Game_actuate();
|
||
|
break;
|
||
|
case KEY_CHAR_STORE:
|
||
|
Game_actuate();
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return 1;
|
||
|
}
|
||
|
|
||
|
// Code propre au SDK. NE PAS MODIFIER !
|
||
|
|
||
|
#pragma section _BR_Size
|
||
|
unsigned long BR_Size;
|
||
|
#pragma section
|
||
|
|
||
|
|
||
|
#pragma section _TOP
|
||
|
|
||
|
int InitializeSystem(int isAppli, unsigned short OptionNum) {
|
||
|
return INIT_ADDIN_APPLICATION(isAppli, OptionNum);
|
||
|
}
|
||
|
|
||
|
#pragma section
|
||
|
|