code cleanup, multiple menus (theme selector)
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e98c04584a
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swine.jrt
272
swine.jrt
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@ -8,6 +8,17 @@ import random.jrt
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: b!^ ( f p -- ) dup b@ <rot ^ swap b! ;
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: b!^ ( f p -- ) dup b@ <rot ^ swap b! ;
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: ~ 0xffff ^ ;
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: ~ 0xffff ^ ;
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0 const IN-PROGRESS
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1 const WON
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2 const LOST
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3 const QUIT
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IN-PROGRESS bvar, game-state
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: leave QUIT game-state b! ;
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: enter IN-PROGRESS game-state b! ;
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: in-progress? game-state b@ IN-PROGRESS = ;
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( minesweeper board model )
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30 const maxw 12 const maxh
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30 const maxw 12 const maxh
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array board maxw maxh * allot
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array board maxw maxh * allot
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@ -72,67 +83,6 @@ var neighbour-check
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minecount ! boardh ! boardw !
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minecount ! boardh ! boardw !
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reset-board populate-board analyze-board ;
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reset-board populate-board analyze-board ;
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array countcolors white b, lblue b, lgreen b, red b, blue b,
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brown b, cyan b, black b, gray b,
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var theme
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: colvar theme @ + b@ ;
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: col-bg 0 colvar bg! ;
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: col-flag 1 colvar fg! ;
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: col-mine 2 colvar fg! ;
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: col-block 3 colvar fg! ;
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: col-grid 4 colvar fg! ;
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: col-curs 5 colvar fg! ;
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: col-count ( c -- )
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countcolors + b@ dup 0 colvar = if drop col-grid else fg! then ;
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{ :timm deftheme CREATE >t >t >t >t >t >t DOES} theme ! ;
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( cursor grid block mine flag bg )
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blue white black magenta red lgray deftheme win31
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white yellow black lmagenta yellow red deftheme hotdog
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win31
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: draw-neighbour-count ( b -- )
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NEIGHBOUR-MASK & dup col-count
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dup if [ key 0 lit ] + else drop [ key lit ] then draw-char ;
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: draw-flag ( -- ) col-flag 0x0d draw-char ;
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: draw-mine ( -- ) col-mine 0xec draw-char ;
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: draw-block ( -- ) col-block 0xb1 draw-char ;
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: draw-revealed ( b -- )
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dup FMINE & if draw-mine drop else draw-neighbour-count then ;
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: draw-hidden ( b -- )
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FFLAG & if draw-flag else draw-block then ;
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: draw-square ( p -- )
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b@ dup FREVEALED & if draw-revealed else draw-hidden then col-grid ;
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: pos>screen ( x y -- x y )
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swap pagew boardw @ - 2/ +
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swap pageh boardh @ - 2/ + ;
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: boardx ( -- x ) pagew boardw @ 2* 1+ - 2/ ;
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: boardy ( -- y ) pageh boardh @ 2* 1+ - 2/ ;
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: boardx! ( -- ) boardx textx! ;
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: boardy! ( -- ) boardy texty! ;
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: next-row ( -- ) nextline boardx! ;
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: draw-border ( end mid -- )
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boardw @ begin .- 1- dup while over execute repeat drop drop execute next-row ;
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: draw-board-top tl ' tr ' dT draw-border ;
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: draw-board-bottom bl ' br ' uT draw-border ;
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: draw-rowborder rT ' lT ' .+ draw-border ;
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: draw-row ( p -- p )
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.| begin dup draw-square .| 1+ dup square-pos drop not until next-row ;
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: draw-board ( -- )
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col-grid col-bg boardx! boardy! draw-board-top
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board begin draw-row dup square-pos valid-pos? while draw-rowborder repeat
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drop draw-board-bottom ;
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0 const IN-PROGRESS
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1 const WON
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2 const LOST
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3 const QUIT
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IN-PROGRESS bvar, game-state
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: lose LOST game-state b!
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: lose LOST game-state b!
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board begin dup board-lim < while FREVEALED over b!| 1+ repeat drop ;
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board begin dup board-lim < while FREVEALED over b!| 1+ repeat drop ;
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@ -155,12 +105,11 @@ IN-PROGRESS bvar, game-state
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1+ repeat drop ;
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1+ repeat drop ;
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: check-win ( -- )
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: check-win ( -- )
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game-state b@ IN-PROGRESS = if
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in-progress? if
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0 board begin dup board-lim < while
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0 board begin dup board-lim < while
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dup b@ dup FMINE & swap FREVEALED & or not if swap 1+ swap then
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dup b@ dup FMINE & swap FREVEALED & or not if swap 1+ swap then
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1+ repeat drop not if WON game-state b! then then ;
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1+ repeat drop not if WON game-state b! then then ;
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: reveal-unflagged-neighbours? ( p -- )
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: reveal-unflagged-neighbours? ( p -- )
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dup square-pos count-surrounding-flags over squarecount =
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dup square-pos count-surrounding-flags over squarecount =
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if square-pos ' reveal do-neighbour-squares else drop then ;
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if square-pos ' reveal do-neighbour-squares else drop then ;
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@ -168,6 +117,120 @@ IN-PROGRESS bvar, game-state
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if reveal-unflagged-neighbours? else reveal then autoreveal check-win ;
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if reveal-unflagged-neighbours? else reveal then autoreveal check-win ;
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: flag-at square-at dup revealed? not if FFLAG swap b!^ else drop then ;
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: flag-at square-at dup revealed? not if FFLAG swap b!^ else drop then ;
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( theming )
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array countcolors white b, lblue b, lgreen b, red b, blue b,
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brown b, cyan b, black b, gray b,
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var theme
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: colvar theme @ + b@ ;
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: col-bg 0 colvar bg! ;
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: col-flag 1 colvar fg! ;
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: col-mine 2 colvar fg! ;
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: col-block 3 colvar fg! ;
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: col-grid 4 colvar fg! ;
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: col-curs 5 colvar fg! ;
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: col-count ( c -- )
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countcolors + b@ dup 0 colvar = if drop col-grid else fg! then ;
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{ :timm deftheme CREATE >t >t >t >t >t >t DOES} theme ! ;
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( cursor grid block mine flag bg )
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blue white black magenta red lgray deftheme win31
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white yellow black lmagenta yellow red deftheme hotdog
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win31
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( minesweeper board drawing )
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: draw-neighbour-count ( b -- )
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NEIGHBOUR-MASK & dup col-count
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dup if [ key 0 lit ] + else drop [ key lit ] then draw-char ;
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: draw-flag ( -- ) col-flag 0x0d draw-char ;
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: draw-mine ( -- ) col-mine 0xec draw-char ;
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: draw-block ( -- ) col-block 0xb1 draw-char ;
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: draw-revealed ( b -- )
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dup FMINE & if draw-mine drop else draw-neighbour-count then ;
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: draw-hidden ( b -- )
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FFLAG & if draw-flag else draw-block then ;
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: draw-square ( p -- )
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b@ dup FREVEALED & if draw-revealed else draw-hidden then col-grid ;
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: boardx ( -- x ) pagew boardw @ 2* 1+ - 2/ ;
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: boardy ( -- y ) pageh boardh @ 2* 1+ - 2/ ;
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: boardx! ( -- ) boardx textx! ;
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: boardy! ( -- ) boardy texty! ;
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: next-row ( -- ) nextline boardx! ;
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: draw-border ( end mid -- )
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boardw @ begin .- 1- dup while over execute repeat drop drop execute next-row ;
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: draw-board-top tl ' tr ' dT draw-border ;
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: draw-board-bottom bl ' br ' uT draw-border ;
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: draw-rowborder rT ' lT ' .+ draw-border ;
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: draw-row ( p -- p )
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.| begin dup draw-square .| 1+ dup square-pos drop not until next-row ;
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: draw-board ( -- )
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col-grid col-bg boardx! boardy! draw-board-top
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board begin draw-row dup square-pos valid-pos? while draw-rowborder repeat
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drop draw-board-bottom ;
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( general-purpose drawing )
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: clear [ key lit ] fill-page ;
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: emptych? ( ch -- f ) dup 32 = swap 0 = or ;
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: drawdot? ( st -- f ) dup b@ emptych? swap 1+ b@ emptych? or not ;
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: dot 7 draw-char ;
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: sp 32 draw-char ;
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: spacer ( st -- ) sp drawdot? if dot else sp then sp ;
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: draw-spaced-text ( st -- )
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begin dup b@ dup while draw-char dup spacer 1+ repeat drop drop ;
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( menu subsystem )
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2 cells const menu-optsize
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var current-menu
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: menu-options current-menu @ cell + 1+ ;
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: menu-size current-menu @ cell + b@ ;
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: init-menu current-menu @ @ execute ;
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: menu-option ( iopt -- p ) menu-optsize * menu-options + ;
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0 var, menu-selected
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: menu-activate menu-selected @ menu-option cell + @ execute ;
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: menu-selected! ( i -- )
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dup 0 >= over menu-size < and if menu-selected ! else drop then ;
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: menu-selected+! ( di -- ) menu-selected @ + menu-selected! ;
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: draw-selection ( iopt -- )
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menu-selected @ = if draw-mine else sp then sp ;
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: draw-option ( iopt -- ) white fg! menu-option @ draw-text ;
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: draw-menu
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33 10 textxy!
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textx 0 begin dup menu-size < while
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dup draw-selection dup draw-option 1+ nextline over textx! repeat
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drop drop ;
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: await-menu
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wait-key key>scan
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dup %esc = if leave then
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dup %up = if -1 menu-selected+! then
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dup %down = if 1 menu-selected+! then
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%enter = if menu-activate init-menu then ;
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: run-menu
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enter init-menu
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begin draw-menu await-menu in-progress? not until
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enter ;
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{ :timm defmenu ( itemcount cpinit -- )
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CREATE target current-menu !t w>t dup >t menu-optsize * ALLOT DOES}
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menu-selected @ >r current-menu @ >r
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current-menu ! 0 menu-selected! run-menu
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<r current-menu ! <r menu-selected! ;
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{ :timm defitem ( cp name iopt -- ) menu-option dup >rot !t cell + !t ; }
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( minesweeper game UI )
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0 bvar, cursx 0 bvar, cursy
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0 bvar, cursx 0 bvar, cursy
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: draw-cursor ( -- )
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: draw-cursor ( -- )
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@ -184,10 +247,11 @@ IN-PROGRESS bvar, game-state
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if cursy b! cursx b! else drop drop then ;
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if cursy b! cursx b! else drop drop then ;
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: curs@ cursx b@ cursy b@ ;
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: curs@ cursx b@ cursy b@ ;
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0x21 const %f
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0x21 const %f
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: await-command
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: await-command
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wait-key key>scan
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wait-key key>scan
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dup %esc = if QUIT game-state b! then
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dup %esc = if leave then
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dup %left = if -1 0 move-cursor then
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dup %left = if -1 0 move-cursor then
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dup %right = if 1 0 move-cursor then
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dup %right = if 1 0 move-cursor then
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dup %up = if 0 -1 move-cursor then
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dup %up = if 0 -1 move-cursor then
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@ -195,71 +259,41 @@ IN-PROGRESS bvar, game-state
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dup %f = if curs@ flag-at then
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dup %f = if curs@ flag-at then
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dup %enter = swap %space = or if curs@ reveal-at then ;
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dup %enter = swap %space = or if curs@ reveal-at then ;
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: play IN-PROGRESS game-state b!
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: result-message
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begin game-state b@ IN-PROGRESS = while
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25 8 textxy! 0 hstyle! 1 vstyle!
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draw-board draw-cursor await-command repeat draw-board ;
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30 5 filled draw-box
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27 10 textxy! draw-spaced-text
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wait-key drop ;
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: start
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: display-result
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textmode
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game-state b@
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reseed!
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dup WON = if cyan bg! yellow fg! s" YOU WON" result-message then
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20 12 30 init-board
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LOST = if brown bg! lred fg! s" YOU LOST" result-message then ;
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play ;
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' start ' main redefine
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: play enter col-bg clear
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begin in-progress? while draw-board draw-cursor await-command repeat
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draw-board display-result enter ;
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: start 20 12 30 init-board play ;
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( title menu )
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( title menu )
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array title-text t", SWINE MEEPER"
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array title-text t", SWINE MEEPER"
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: emptych? ( ch -- f ) dup 32 = swap 0 = or ;
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3 :noname col-bg clear ; defmenu theme-menu
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: drawdot? ( st -- f ) dup b@ emptych? swap 1+ b@ emptych? or not ;
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' win31 s" Classic 3.1" 0 defitem
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' hotdog s" Hot Dog Stand" 1 defitem
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: dot 7 draw-char ;
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' leave s" Done" 2 defitem
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: sp 32 draw-char ;
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: spacer ( st -- ) sp drawdot? if dot else sp then sp ;
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: draw-spaced-text ( st -- )
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begin dup b@ dup while draw-char dup spacer 1+ repeat drop drop ;
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2 cells const menu-optsize
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2 const menu-size
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array menu-options menu-optsize menu-size * allot
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: menu-option ( iopt -- p ) menu-optsize * menu-options + ;
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: defmenu ( cp name iopt -- ) menu-option dup >rot ! cell + ! ;
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' start s" Start Game" 0 defmenu
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' terminate s" Quit" 1 defmenu
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0 var, menu-selected
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: menu-activate menu-selected @ menu-option cell + @ execute ;
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: draw-selection ( iopt -- )
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menu-selected @ = if draw-mine else sp then sp ;
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: draw-option ( iopt -- ) white fg! menu-option @ draw-text ;
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: draw-menu
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33 10 textxy!
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textx 0 begin dup menu-size < while
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dup draw-selection dup draw-option 1+ nextline over textx! repeat
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drop drop ;
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: draw-title
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: draw-title
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blue bg! yellow fg! 32 fill-page
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blue bg! yellow fg! clear
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17 3 textxy! title-text draw-spaced-text
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17 3 textxy! title-text draw-spaced-text ;
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draw-menu ;
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: menu-selected! ( i -- )
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3 ' draw-title defmenu title-menu
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dup 0 >= over menu-size < and if menu-selected ! else drop then ;
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' start s" Start Game" 0 defitem
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: menu-selected+! ( di -- ) menu-selected @ + menu-selected! ;
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' theme-menu s" Themes" 1 defitem
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' leave s" Quit" 2 defitem
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: await-menu
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: title textmode reseed! hidecursor title-menu textmode ;
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wait-key key>scan
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dup %esc = if terminate then
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dup %up = if -1 menu-selected+! then
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dup %down = if 1 menu-selected+! then
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%enter = if menu-activate then ;
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: title draw-title begin await-menu draw-menu again ;
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' title ' main redefine
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' title ' main redefine
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