用C制作的五子棋游戏
文章来源:WeiHui
VIP信息载入中/**********************************************************/
/* 本程序在Turbo C或Borland C下编译通过 */
/* 源程序在光盘 \source\ 目录下 */
/* 文件名: afive.c */
/**********************************************************/
/**********************************************************/
/* 程序中用到的库函数所在头文件应用 #include 命令包含进来 */
#include <stdio.h>
#include <bios.h>
#include <ctype.h>
#include <conio.h>
#include <dos.h>
#include<graphics.h>
#include<stdlib.h>
#include<math.h>
/**********************************************************/
/* 定义符号常量 */
/*定义画棋盘所需的制表符*/
#define CROSSRU 0xbf /*右上角点*/
#define CROSSLU 0xda /*左上角点*/
#define CROSSLD 0xc0 /*左下角点*/
#define CROSSRD 0xd9 /*右下角点*/
#define CROSSL 0xc3 /*左边*/
#define CROSSR 0xb4 /*右边*/
#define CROSSU 0xc2 /*上边*/
#define CROSSD 0xc1 /*下边*/
#define CROSS 0xc5 /*十字交叉点*/
/*定义棋盘左上角点在屏幕上的位置*/
#define MAPXOFT 5
#define MAPYOFT 2
/*定义1号玩家的操作键键码*/
#define PLAY1UP 0x1157/*上移--'W'*/
#define PLAY1DOWN 0x1f53/*下移--'S'*/
#define PLAY1LEFT 0x1e41/*左移--'A'*/
#define PLAY1RIGHT 0x2044/*右移--'D'*/
#define PLAY1DO 0x3920/*落子--空格键*/
/*定义2号玩家的操作键键码*/
#define PLAY2UP 0x4800/*上移--方向键up*/
#define PLAY2DOWN 0x5000/*下移--方向键down*/
#define PLAY2LEFT 0x4b00/*左移--方向键left*/
#define PLAY2RIGHT 0x4d00/*右移--方向键right*/
#define PLAY2DO 0x1c0d/*落子--回车键Enter*/
/*若想在游戏中途退出, 可按 Esc 键*/
#define ESCAPE 0x011b
/*定义棋盘上交叉点的状态, 即该点有无棋子 */
/*若有棋子, 还应能指出是哪个玩家的棋子 */
#define CHESSNULL 0 /*没有棋子*/
#define CHESS1 'O' /*一号玩家的棋子*/
#define CHESS2 'X' /*二号玩家的棋子 */
/*定义按键类别*/
#define KEYEXIT 0/*退出键*/
#define KEYFALLCHESS 1/*落子键*/
#define KEYMOVECURSOR 2/*光标移动键*/
#define KEYINVALID 3/*无效键*/
/*定义符号常量: 真, 假 --- 真为1, 假为0 */
#define TRUE 1
#define FALSE 0
#define CHANGE 2
#define PI 3.1415926
#define B 9
#define N 18
#define C3 0
#define C4 0
#define RED 4
#define BLUE 9
#define N1 64
#define N2 32
#define N4 16
#define N8 8
#define N16 4
#define END 0
/**********************************************************/
/* 定义数据结构 */
/*棋盘交叉点坐标的数据结构*/
struct point
{
int x,y;
};
/************音乐*******************************/
enum NOTES
{
C10=131,D10=147,E10=165,F10=175,G10=196,A10=220,B10=247,
C0=262,D0=294,E0=330,F0=349,G0=392,A0=440,B0=494,
C1=523,D1=587,E1=659,F1=698,G1=784,A1=880,B1=988,
C2=1047,D2=1174,E2=1319,F2=1397,G2=1568,A2=1760,B2=1976
}song[]={
E1,N4,E1,N8,E1,N8,F1,N4,G1,N4,F1,N4,F1,N4,E1,N4,D1,N4,
C1,N4,C1,N4,D1,N4,E1,N4,E1,N4,D1,N4,D1,N4,E1,N4,E1,N8,
E1,N8,F1,N4,G1,N4,G1,N4,F1,N4,E1,N4,D1,N4,C1,N4,C1,N4,
D1,N4,E1,N4,D1,N4,D1,N4,C1,N4,D1,N4,D1,N8,D1,N8,E1,N4,
C1,N4,D1,N4,E1,N8,F1,N8,E1,N4,C1,N4,D1,N4,E1,N8,F1,N8,
E1,N4,C1,N4,C1,N4,D1,N4,G0,N4,E1,N4,E1,N4,E1,N8,F1,N4,
G1,N4,G1,N4,F1,N4,E1,N4,D1,N4,C1,N4,C1,N4,D1,N4,E1,N4,
E1,N4,D1,N4,C1,N4,D1,N4,
END,END
};
/**********************************************************/
/*自定义函数原型说明 */
void Init(void);
void introduce(void); /*游戏说明画面*/
void Delay(int clicks); /*汉字显示*/
void GetHzBit(char ch0,char ch1,char *bitdata);/*打开汉字库*/
void WriteHz(char ch0,char ch1,int x,int y,int color);/*写单个字*/
void Words_Step(char *str,int x,int y,int color,int speed);/*渐显汉字*/
void Words_Step1(char *str,int x,int y,int color,int speed);/*渐显汉字*/
void WriteHzStr(char *str,int x,int y,int color);/*显示字符串*/
int GetKey(void);
int CheckKey(int press);
int ChangeOrder(void);
int ChessGo(int Order,struct point Cursor);
void DoError(void);
void DoOK(void);
void DoWin(int Order);
void MoveCursor(int Order,int press);
void DrawCross(int x,int y);
void DrawMap(void);
int JudgeWin(int Order,struct point Cursor);
int JudgeWinLine5(int Order,struct point Cursor,int direction);
int JudgeWinLine4(int Order,struct point Cursor,int direction);
int JudgeWinLine3(int Order,struct point Cursor,int direction);
void ShowOrderMsg(int Order);
void EndGame(void);
void star(int x, int y);
void introduce1(void);
void interrupt(*handler)(); /*MUSIC Function*/
void interrupt music();
/**********************************************************/
/**********************************************************/
/* 定义全局变量 */
int gPlayOrder; /*指示当前行棋方 */
struct point gCursor; /*光标在棋盘上的位置 */
char gChessBoard[19][19];/*用于记录棋盘上各点的状态*/
unsigned bit[8]={128,64,32,16,8,4,2,1};/*通过显存显示汉字的16位*/
/**********************************************************/
/**********************************************************/
/*主函数*/
void main()
{
int press ;
int gd=DETECT,gm;
int bOutWhile=FALSE;/*退出循环标志*/
handler=getvect(0x1c);
setvect(0x1c,music);
initgraph(&gd,&gm,"C:\\TURBOC2\\");
introduce();
introduce1();
Init();/*初始化图象,数据*/
while(1)
{
press=GetKey();/*获取用户的按键值*/
switch(CheckKey(press))/*判断按键类别*/
{
/*是退出键*/
case KEYEXIT:
clrscr();/*清屏*/
bOutWhile = TRUE;
break;
/*是落子键*/
case KEYFALLCHESS:
if(ChessGo(gPlayOrder,gCursor)==FALSE)/*走棋*/
DoError();/*落子错误*/
else
{
DoOK();/*落子正确*/
/*如果当前行棋方赢棋*/
if(JudgeWin(gPlayOrder,gCursor)==TRUE)
{
DoWin(gPlayOrder);
bOutWhile = TRUE;/*退出循环标志置为真*/
}
if(JudgeWin(gPlayOrder,gCursor)>1)
{
DoWin(CHESS2);
bOutWhile = TRUE;/*退出循环标志置为真*/
}
/*否则*/
else
/*交换行棋方*/
ChangeOrder();
}
break;
/*是光标移动键*/
case KEYMOVECURSOR:
MoveCursor(gPlayOrder,press);
break;
/*是无效键*/
case KEYINVALID:
break;
}
if(bOutWhile==TRUE)
break;
}
/*游戏结束*/
EndGame();
}
/**********************************************************/
/*界面初始化,数据初始化*/
void Init(void)
{
int i,j;
char *Msg[]=
{
"Player1 key:",
" UP----w",
" DOWN--s",
" LEFT--a",
" RIGHT-d",
" DO----space",
"",
"Player2 key:",
" UP----up",
" DOWN--down",
" LEFT--left",
" RIGHT-right",
" DO----ENTER",
"",
"exit game:",
" ESC",
NULL,
};
/*先手方为1号玩家*/
gPlayOrder=CHESS1;
/*棋盘数据清零, 即棋盘上各点开始的时候都没有棋子*/
for(i=0;i<19;i++)
for(j=0;j<19;j++)
gChessBoard[i][j]=CHESSNULL;
/*光标初始位置*/
gCursor.x=gCursor.y=0;
/*画棋盘*/
textmode(C40);
DrawMap();
/*显示操作键说明*/
i=0;
textcolor(BLUE);
while(Msg[i]!=NULL)
{
gotoxy(25,3+i);
cputs(Msg[i]);
i++;
}
/*显示当前行棋方*/
ShowOrderMsg(gPlayOrder);
/*光标移至棋盘的左上角点处*/
gotoxy(gCursor.x+MAPXOFT,gCursor.y+MAPYOFT);
}
/*画棋盘*/
void DrawMap(void)
{
int i,j,m;
clrscr();
setbkcolor(LIGHTGRAY);
setcolor(BLUE);
for(i=0;i<19;i++)
for(j=0;j<19;j++)
DrawCross(i,j);
}
/*画棋盘上的交叉点*/
void DrawCross(int x,int y)
{
gotoxy(x+MAPXOFT,y+MAPYOFT);
/*交叉点上是一号玩家的棋子*/
if(gChessBoard[x][y]==CHESS1)
{
textcolor(6);
circle(x,y,10);
return;
}
/*交叉点上是二号玩家的棋子*/
if(gChessBoard[x][y]==CHESS2)
{
textcolor(BLACK);
circle(x,y,10);
return;
}
textcolor(6);
/*左上角交叉点*/
if(x==0&&y==0)
{
putch(CROSSLU);
return;
}
/*左下角交叉点*/
if(x==0&&y==18)
{
putch(CROSSLD);
return;
}
/*右上角交叉点*/
if(x==18&&y==0)
{
putch(CROSSRU);
return;
}
/*右下角交叉点*/
if(x==18&&y==18)
{
putch(CROSSRD);
return;
}
/*左边界交叉点*/
if(x==0)
{
putch(CROSSL);
return;
}
/*右边界交叉点*/
if(x==18)
{
putch(CROSSR);
return;
}
/*上边界交叉点*/
if(y==0)
{
putch(CROSSU);
return;
}
/*下边界交叉点*/
if(y==18)
{
putch(CROSSD);
return;
}
/*棋盘中间的交叉点*/
putch(CROSS);
}
/*交换行棋方*/
int ChangeOrder(void)
{
if(gPlayOrder==CHESS1)
gPlayOrder=CHESS2;
else
gPlayOrder=CHESS1;
return(gPlayOrder);
}
/*获取按键值*/
int GetKey(void)
{
char lowbyte;
int press;
while (bioskey(1) == 0)
;/*如果用户没有按键,空循环*/
press=bioskey(0);
lowbyte=press&0xff;
press=press&0xff00 + toupper(lowbyte);
return(press);
}
/*落子错误处理*/
void DoError(void)
{
sound(1200);
delay(50);
nosound();
}
/*赢棋处理*/
void DoWin(int Order)
{
sound(1500);delay(100);
sound(0); delay(50);
sound(800); delay(100);
sound(0); delay(50);
sound(1500);delay(100);
sound(0); delay(50);
sound(800); delay(100);
sound(0); delay(50);
nosound();
textcolor(RED+BLINK);
gotoxy(25,20);
if(Order==CHESS1)
cputs("PLAYER1 WIN!");
else
cputs("PLAYER2 WIN!");
gotoxy(25,21);
cputs(" \\<^+^>/");
getch();
}
/*走棋*/
int ChessGo(int Order,struct point Cursor)
{
/*判断交叉点上有无棋子*/
if(gChessBoard[Cursor.x][Cursor.y]==CHESSNULL)
{
/*若没有棋子, 则可以落子*/
gotoxy(Cursor.x+MAPXOFT,Cursor.y+MAPYOFT);
textcolor(LIGHTBLUE);
putch(Order);
gotoxy(Cursor.x+MAPXOFT,Cursor.y+MAPYOFT);
gChessBoard[Cursor.x][Cursor.y]=Order;
return TRUE;
}
else
return FALSE;
}
/*判断当前行棋方落子后是否赢棋*/
int JudgeWin(int Order,struct point Cursor)
{
int i,n1=0,n2=0;
for(i=1;i<5;i++)
/*判断在指定方向上是否有连续5个行棋方的棋子*/
if(JudgeWinLine5(Order,Cursor,i))
return TRUE;
if(Order==CHESS1)
{ for(i=1;i<5;i++)
/*判断在指定方向上是否有连续4个行棋方的棋子*/
if(JudgeWinLine4(Order,Cursor,i))
n1++;
if(n1>1)
return n1;
for(i=1;i<5;i++)
/*判断在指定方向上是否有连续3个行棋方的棋子*/
if(JudgeWinLine3(Order,Cursor,i))
n2++;
if(n2>1)
return n2;
}
return FALSE;
}
/*判断在指定方向上是否有连续5个行棋方的棋子*/
int JudgeWinLine5(int Order,struct point Cursor,int direction)
{
int i;
struct point pos,dpos;
const int testnum = 5;
int count;
int TURE;
switch(direction)
{
case 1:/*在水平方向*/
pos.x=Cursor.x-(testnum-1);
pos.y=Cursor.y;
dpos.x=1;
dpos.y=0;
break;
case 2:/*在垂直方向*/
pos.x=Cursor.x;
pos.y=Cursor.y-(testnum-1);
dpos.x=0;
dpos.y=1;
break;
case 3:/*在左下至右上的斜方向*/
pos.x=Cursor.x-(testnum-1);
pos.y=Cursor.y+(testnum-1);
dpos.x=1;
dpos.y=-1;
break;
case 4:/*在左上至右下的斜方向*/
pos.x=Cursor.x-(testnum-1);
pos.y=Cursor.y-(testnum-1);
dpos.x=1;
dpos.y=1;
break;
}
count=0;
for(i=0;i<testnum*2+1;i++)
{
if(pos.x>=0&&pos.x<=18&&pos.y>=0&&pos.y<=18)
{
if(gChessBoard[pos.x][pos.y]==Order)
{
count++;
if(count>=testnum)
return TRUE;
}
else
count=0;
}
pos.x+=dpos.x;
pos.y+=dpos.y;
}
return FALSE;
}
/*判断在指定方向上是否有连续4个行棋方的棋子*/
int JudgeWinLine4(int Order,struct point Cursor,int direction)
{
int i;
struct point pos,dpos;
const int testnum = 4;
int count;
int TURE;
switch(direction)
{
case 1:/*在水平方向*/
pos.x=Cursor.x-(testnum-1);
pos.y=Cursor.y;
dpos.x=1;
dpos.y=0;
break;
case 2:/*在垂直方向*/
pos.x=Cursor.x;
pos.y=Cursor.y-(testnum-1);
dpos.x=0;
dpos.y=1;
break;
case 3:/*在左下至右上的斜方向*/
pos.x=Cursor.x-(testnum-1);
pos.y=Cursor.y+(testnum-1);
dpos.x=1;
dpos.y=-1;
break;
case 4:/*在左上至右下的斜方向*/
pos.x=Cursor.x-(testnum-1);
pos.y=Cursor.y-(testnum-1);
dpos.x=1;
dpos.y=1;
break;
}
count=0;
for(i=0;i<testnum*2+1;i++)
{
if(pos.x>=0&&pos.x<=18&&pos.y>=0&&pos.y<=18)
{
if(gChessBoard[pos.x][pos.y]==Order)
{
count++;
if(count>=testnum)
return TURE;
}
else
count=0;
}
pos.x+=dpos.x;
pos.y+=dpos.y;
}
return FALSE;
}
/*判断在指定方向上是否有连续3个行棋方的棋子*/
int JudgeWinLine3(int Order,struct point Cursor,int direction)
{
int i;
struct point pos,dpos;
const int testnum = 3;
int count;
switch(direction)
{
case 1:/*在水平方向*/
pos.x=Cursor.x-(testnum-1);
pos.y=Cursor.y;
dpos.x=1;
dpos.y=0;
break;
case 2:/*在垂直方向*/
pos.x=Cursor.x;
pos.y=Cursor.y-(testnum-1);
dpos.x=0;
dpos.y=1;
break;
case 3:/*在左下至右上的斜方向*/
pos.x=Cursor.x-(testnum-1);
pos.y=Cursor.y+(testnum-1);
dpos.x=1;
dpos.y=-1;
break;
case 4:/*在左上至右下的斜方向*/
pos.x=Cursor.x-(testnum-1);
pos.y=Cursor.y-(testnum-1);
dpos.x=1;
dpos.y=1;
break;
}
count=0;
for(i=0;i<testnum*2+1;i++)
{
if(pos.x>=0&&pos.x<=18&&pos.y>=0&&pos.y<=18)
{
if(gChessBoard[pos.x][pos.y]==Order)
{
count++;
if(count>=testnum)
return TRUE;
}
else
count=0;
}
pos.x+=dpos.x;
pos.y+=dpos.y;
}
return FALSE;
}
/*移动光标*/
void MoveCursor(int Order,int press)
{ int nowx;
int nowy;
switch(press)
{
case PLAY1UP:
if(Order==CHESS1&&gCursor.y>0)
gCursor.y--;
break;
case PLAY1DOWN:
if(Order==CHESS1&&gCursor.y<18)
gCursor.y++;
break;
case PLAY1LEFT:
if(Order==CHESS1&&gCursor.x>0)
gCursor.x--;
break;
case PLAY1RIGHT:
if(Order==CHESS1&&gCursor.x<18)
gCursor.x++;
break;
case PLAY2UP:
if(Order==CHESS2&&gCursor.y>0)
gCursor.y--;
break;
case PLAY2DOWN:
if(Order==CHESS2&&gCursor.y<18)
gCursor.y++;
break;
case PLAY2LEFT:
if(Order==CHESS2&&gCursor.x>0)
gCursor.x--;
break;
case PLAY2RIGHT:
if(Order==CHESS2&&gCursor.x<18)
gCursor.x++;
break;
}
gotoxy(gCursor.x+MAPXOFT,gCursor.y+MAPYOFT);
}
/*游戏结束处理*/
void EndGame(void)
{
textmode(C80);
}
/*显示当前行棋方*/
void ShowOrderMsg(int Order)
{
gotoxy(6,MAPYOFT+20);
textcolor(RED);
if(Order==CHESS1)
cputs("Gaming...Come on");
else
cputs("Gaming...Come on");
gotoxy(gCursor.x+MAPXOFT,gCursor.y+MAPYOFT);
}
/*落子正确处理*/
void DoOK(void)
{
sound(500);
delay(70);
sound(600);
delay(50);
sound(1000);
delay(100);
nosound();
}
/*检查用户的按键类别*/
int CheckKey(int press)
{
if(press==ESCAPE)
return KEYEXIT;/*是退出键*/
else
if
( ( press==PLAY1DO && gPlayOrder==CHESS1) ||
( press==PLAY2DO && gPlayOrder==CHESS2)
)
return KEYFALLCHESS;/*是落子键*/
else
if
( press==PLAY1UP || press==PLAY1DOWN ||
press==PLAY1LEFT || press==PLAY1RIGHT ||
press==PLAY2UP || press==PLAY2DOWN ||
press==PLAY2LEFT || press==PLAY2RIGHT
)
return KEYMOVECURSOR;/*是光标移动键*/
else
return KEYINVALID;/*按键无效*/
}
void introduce(void)
{ int i;
char *string3="游戏说明";
char *string4="五子棋是一款益智小游戏,起源于中国古代的黑白棋,在当今社会中";
char *string5="日趋流行。此款游戏可以实现双人对弈,支持中途退出。";
char *string6="游戏中按照指定行棋键落子键实现移动棋子及落子功能,五子连珠判为赢。";
char *string7="界面精致美观,乐趣无穷。";
char *string8="小组成员";
char *string9="★按回车键开始游戏★";
char *string10="【祝我们课设顺利通过】";
cleardevice();
setbkcolor(BLUE);
WriteHzStr(string3,260,50,WHITE);
Words_Step1(string4,30,100,WHITE,2);
Words_Step1(string5,30,135,WHITE,2);
Words_Step1(string6,30,170,WHITE,2);
Words_Step1(string7,30,205,WHITE,2);
Words_Step(string10,140,260,YELLOW,2);
while(!kbhit())
{
Words_Step1(string8,170,440,MAGENTA,1);
Words_Step1(string8,170,440,YELLOW,1);
Words_Step(string9,170,350,RED,1);
Words_Step(string9,170,350,CYAN,1);
}
}
void GetHzBit(char ch0,char ch1,char *bitdata)
{
FILE *stream;
long fpos;
fpos=32L*(((unsigned char)ch0-161)*94+((unsigned char)ch1-161));
if((stream=fopen("C:\\TURBOC2\\hzk16","rb"))==NULL){
printf("Open hzk16 error!\n");
exit(0);
}
fseek(stream, fpos, SEEK_SET);
fread(bitdata, 32, 1, stream);
fclose(stream);
}
void WriteHz(char ch0,char ch1,int x,int y,int color)
{
register int i,j,k;
unsigned vpos;
char bitdata[32];
GetHzBit(ch0,ch1,bitdata);
for(i=0;i<16;i++)
for(j=0;j<8;j++){
if(bitdata[2*i]&bit[j])
putpixel(x+j,i+y,color);
if(bitdata[2*i+1]&bit[j])
putpixel(x+8+j,i+y,color);
}
}
void WriteHzStr(char *str,int x,int y,int color)
{
int num,i,j,xx;
unsigned char s0,s1;
num=strlen(str);
xx=x;
for(i=0;i<num;i+=2){
WriteHz(str[i],str[i+1],xx,y,color);
xx+=20;
}
}
void Words_Step(char *str,int x,int y,int color,int speed)
{
int num,i,j,xx;
unsigned char s0,s1;
num=strlen(str);
xx=x;
for(i=0;i<num;i+=2){
WriteHz(str[i],str[i+1],xx,y,color);
Delay(speed);
xx+=30;
}}
void Words_Step1(char *str,int x,int y,int color,int speed)
{
int num,i,j,xx;
unsigned char s0,s1;
num=strlen(str);
xx=x;
for(i=0;i<num;i+=2){
WriteHz(str[i],str[i+1],xx,y,color);
Delay(speed);
xx+=16;
}}
void Delay(int clicks)
{unsigned int far *clock=(unsigned int far *)0x0000046CL;
unsigned int now;
now=*clock;
while(abs(*clock-now)<clicks){}
}
void introduce1(void)
{
int i;
int a[]={70,250,190,400,150};
int b[]={43,27,38,79,90};
setbkcolor(0);
cleardevice();
setcolor(15);
ellipse( 320, 70, 0, 360, 150, 80);
setfillstyle(1,15);
circle(240,50,20);
circle(400,50,20);
floodfill(240,50,15);
floodfill(400,50,15);
ellipse(320,100,180,360,30,25);
setfillstyle(1,11);
rectangle(130,160,510,450);
setcolor(6);
for(i=0;i<11;i++)
{ line(130,140+i*30,70,180+30*i);
line(510,140+i*30,570,180+30*i);
line(70,160+30*i,90,180+i*30);
line(550,180+30*i,570,160+30*i);
}
setcolor(10);
for(i=0;i<24;i++)
ellipse(135+i*16,445,0,360,10,5);
settextstyle(0,0,5);
setcolor(4);
outtextxy(180,180,"WELCOME");
settextstyle(0,0,2);
setcolor(10);
outtextxy(200,300,"Pls Enter a Key ");
outtextxy(240,330,"to Begin!");
setcolor(4);
for(i=0;i<18;i++)
circle(130+i*10,500,10);
setfillstyle(1,14);
for(i=0;i<5;i++)
{
star(a[i],b[i]);
floodfill(a[i],b[i],YELLOW);
}
for(i=3;i<=1000;i+=7)
{
sound(i);
delay(20000);
}
getch();
}
void star(int x,int y)
{
int i,a;
int n=7;
int x1[5],y1[5],x2[5],y2[5];
setcolor(YELLOW);
for(i=0;i<5;i++)
{
x1[i]=x+n*cos(i*72*PI/180);
y1[i]=y+n*sin(i*72*PI/180);
x2[i]=x+n/2*cos(i*72*PI/180+PI/5);
y2[i]=y+n/2*sin(i*72*PI/180+PI/5);
}
for(i=0;i<5;i++)
{
a=i+1;
if(a>4)
a=0;
line(x1[i],y1[i],x2[i],y2[i]);
line(x2[i],y2[i],x1[a],y1[a]);
}
}
void interrupt music()
{
static int flag=0,note=0,fre,dur=8,control;
flag++;
fre=song[note];
dur=song[note+1];
if(flag>(int)dur*2/5)
{
flag=0;
outportb(0x43,0xb6);
fre=(unsigned)(1193180/fre);
outportb(0x42,(char)fre);
outportb(0x42,(char)(fre>>8));
control=inportb(0x61);
outportb(0x61,(control)|0x3);
note=note+2;
if(note>=134)note=0;
}
handler();
} |