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Kategˇria: Programy v Pascale (KMP)
sach.png
Autor: Miro Kuki
Program: Sach.pas
S˙bor exe: Sach.exe
Je tu koneŔne ╣ach pre dvoch (sÝce s hroznou grafilkou, ale Ŕo uż)
Ovlßdanie je veÁmi jednoduchÚ pohybuje sa pomocou:
ő Ŕo umożnÝ pohyb smerom do Áava
Ě Ŕo umożnÝ pohyb smerom dolu
Ť Ŕo umożnÝ pohyb smerom do prava
^ Ŕo umożnÝ pohyb smerom nahor
medzernÝk Ŕo umożnÝ zobratie fig˙rky

V - znamenß veża
K - znamenß k˘˛
S - znamenß strelec
Q - znamenß krßÁovna
+ - znamenß krßÁ, s ktorřm sa e╣te nepohlo
R - znamenß krßÁ, s ktorřm sa pohlo
P - znamenß pe╣iak

Pre ukonŔenie nßpovedy stisnite "ENTER" a pre ukonŔenie hry stisnite k
(ale aż po tom,ako stlaŔÝte "ENTER" )
Prajem prÝjemnu zßbavu
ZobrazenÚ: 6359x


{ SACH.PAS                                  Copyright (c) Miro Kuki }
{                                                                   }
{ Je tu koneŔne Üach pre dvoch (sÝce s hroznou grafilkou, ale Ŕo u×)}
{ Ovlßdanie je veżmi jednoduchÚ pohybuje sa pomocou:                }
{ ő Ŕo umo×nÝ pohyb smerom do żava                                  }
{ í Ŕo umo×nÝ pohyb smerom dolu                                     }
{ Ť Ŕo umo×nÝ pohyb smerom do prava                                 }
{ ^ Ŕo umo×nÝ pohyb smerom nahor                                    }
{ medzernÝk Ŕo umo×nÝ  zobratie fig˙rky                             }
{                                                                   }
{ V - znamenß ve×a                                                  }
{ K - znamenß k˘˛                                                   }
{ S - znamenß strelec                                               }
{ Q - znamenß krßżovna                                              }
{ + - znamenß krßż, s ktorřm sa eÜte nepohlo                        }
{ R - znamenß krßż, s ktorřm sa pohlo                               }
{ P - znamenß peÜiak                                                }
{                                                                   }
{ Pre ukonŔenie nßpovedy stisnite "ENTER" a pre ukonŔenie hry       }
{ stisnite k (ale a× po tom,ako stlaŔÝte "ENTER" )                  }
{ Prajem prÝjenu zßbavu                                             }
{                                                                   }
{ Author: Miro Kuki                                                 }
{ Date  : 28.8.2006                            http://www.trsek.com }
 
program sach;
 
uses    crt;
 
const   biely  = 15;
        cierny =  9;
        minx   = 30; {Určuje, kde sa nachádza prvý bod}
        miny   = 10;
        hlaska = 12;
        z      = 15;
        vy     = 14;
        ak     = 13;
        ine    = 11;
        koniec = 12;
 
var     sachovnica            : array [minx..minx+16,miny..miny+16] of char;
                                {tu sa uklada, či ide o čierneho alebo bieleho}
        pole                  : array [minx..minx+16,miny..miny+16] of char;
        poradie               : byte;
        pomocna               : char;
        p                     : char;
        x,y                   : byte;
        px,py                 : byte;
        nic                   : char;
        j,i                   : integer;     {na vymazanie sachovnice, ale dá sa hocikde použiť}
        ozaj                  : boolean;
        kral1pohyb,kral2pohyb : boolean;
        prvytah               : array [1..16,1..2] of boolean;{pre prvy tah pesiaka}
        e,f                   : byte;
        koniechry             : boolean;
 
 
 
Function zistenieciniektonevyhral:boolean;
var     a,b,c:byte;
begin
c:=0;
zistenieciniektonevyhral:=false;
for a:=miny to miny+16 do
  for b:=minx to minx+16 do
    begin
      if sachovnica[b,a] = '┼' then inc(c);
    end;
if c < 2 then zistenieciniektonevyhral:=true;
end;
 
 
Procedure pohyb;
begin
  case p of
    'H': dec(y,2);
    'P': inc(y,2);
    'K': dec(x,2);
    'M': inc(x,2);
  end;
if x >= minx+17 then x:=minx+2;
if x <= minx    then x:=minx+16;
if y >= miny+17 then y:=miny+2;
if y <= miny    then y:=miny+16;
end;
 
Procedure vymena;
var proc:boolean;
begin
proc:=true;
if pomocna = 'P' then
  begin
    if (y = 12)
     or (y = 26) then
       begin
         repeat
           gotoxy(35,30);
           write('Napíš ktorú chceš figúrku: ');
           readln(pomocna);
           case pomocna of
             'v': begin
                    if poradie = 1 then pole[x,y]:='c'
                                   else pole[x,y]:='b';
                    pomocna:='V';
                    proc:=true;
                  end;
             'q': begin
                    if poradie = 1 then pole[x,y]:='c'
                                   else pole[x,y]:='b';
                    pomocna:='Q';
                    proc:=true;
                  end;
             's': begin
                    if poradie = 1 then pole[x,y]:='c'
                                   else pole[x,y]:='b';
                    pomocna:='S';
                    proc:=true;
                  end;
             'k': begin
                    if poradie = 1 then pole[x,y]:='c'
                                   else pole[x,y]:='b';
                    pomocna:='K';
                    proc:=true;
                  end;
             else
               begin
                 proc:=false;
                 gotoxy(46,30);
                 write(' ');
               end;
             end;
         until proc=true;
       end;
  end;
gotoxy(35,30);
write('                             ');
end;
 
Function skusp:boolean;    {pre pešiakov}
begin
skusp:=false;
if pomocna = 'P' then
begin
f:=(px-minx);
  if poradie = 1 then
    begin  {Zaciatok cierneho}
      if ((pole[x,y] = 'b') and ((px = x+2) and (py = y+2)))
       or ((pole[x,y] = 'b') and ((px = x-2) and (py = y+2))) then skusp:=false
                                                              else
         begin
           if ((py >= (y+4)) and (prvytah[f,2] = true))
            or ((py >= (y+6)) and (prvytah[f,2] = false))
            or (pole[x,y] = 'c')
            or (py < y)
            or ((pole[x,y] = ' ') and (px <> x))
            or ((pole[x,y] = ' ') and (py = y))
            or ((pole[x,y] = 'b') and (px = x))
            or ((pole[x,y] = 'b') and (py = y))
            or (pole[x,y] = 'c')
            or (px <> x) then
              begin
                skusp:=true;
                y:=py;
                x:=px;
                textcolor(cierny);
              end;
         end;
    end {koniec cierneho}
                 else    {Zaciatok bieleho}
    begin
      if ((pole[x,y] = 'c') and ((px = x+2) and (py = y-2)))
       or ((pole[x,y] = 'c') and ((px = x-2) and (py = y-2))) then skusp:=false
                                                              else
         begin
           if ((py <= (y-4)) and (prvytah[f,1] = true))
            or ((py <= (y-6)) and (prvytah[f,1] = false))
            or (pole[x,y] = 'b')
            or (py > y)
            or ((pole[x,y] = ' ') and (px <> x))
            or ((pole[x,y] = ' ') and (py = y))
            or ((pole[x,y] = 'c') and (px = x))
            or ((pole[x,y] = 'c') and (py = y))
            or (pole[x,y] = 'b')
            or (px <> x) then
              begin
                skusp:=true;
                y:=py;
                x:=px;
                textcolor(biely);
              end;
         end;
    end; {Koniec Bieleho}
end;
vymena; {odkaz na proceduru, ktorá vymení pešiaka za niečo ine}
end;
Function skusv:boolean;   {pre vežu}
begin
skusv:=false;
if pomocna = 'V' then
begin
  if poradie = 1 then
    begin
                    {Skuska, či niekto nestojí v ceste}
      if px > x then        {doľva}
          for i:=x+1 to px do
              if pole[i,y] <> ' ' then
                begin
                  skusv:=true;
                  y:=py;
                  x:=px;
                  textcolor(cierny);
                end;
      if px < x then        {doprava}
          for i:=px to x-1 do
            begin
              if pole[i,y] <> ' ' then
                begin
                  skusv:=true;
                  y:=py;
                  x:=px;
                  textcolor(cierny);
                end;
            end;
      if py > y then        {hore}
          for i:=y+1 to py do
              if pole[x,i] <> ' ' then
                begin
                  skusv:=true;
                  y:=py;
                  x:=px;
                  textcolor(cierny);
                end;
      if py < y then        {dolu}
          for i:=py to y-1 do
            begin
              if pole[x,i] <> ' ' then
                begin
                  skusv:=true;
                  y:=py;
                  x:=px;
                  textcolor(cierny);
                end;
            end;
                     {Koniec preskakovania}
      if (py <> y) and (px <> x)
        or (py = y) and (px = x)
        or (pole[x,y] = 'c')
        or (pole[x,y] = 'c') then
          begin
            skusv:=true;
            y:=py;
            x:=px;
            textcolor(cierny);
          end
    end          else
    begin
                    {preskakovanie}
      if px > x then        {doľva}
          for i:=x+1 to px do
              if pole[i,y] <> ' ' then
                begin
                  skusv:=true;
                  y:=py;
                  x:=px;
                  textcolor(biely);
                end;
      if px < x then        {doprava}
          for i:=px to x-1 do
            begin
              if pole[i,y] <> ' ' then
                begin
                  skusv:=true;
                  y:=py;
                  x:=px;
                  textcolor(biely);
                end;
            end;
      if py > y then        {hore}
          for i:=y+1 to py do
              if pole[x,i] <> ' ' then
                begin
                  skusv:=true;
                  y:=py;
                  x:=px;
                  textcolor(biely);
                end;
      if py < y then        {dolu}
          for i:=py to y-1 do
            begin
              if pole[x,i] <> ' ' then
                begin
                  skusv:=true;
                  y:=py;
                  x:=px;
                  textcolor(biely);
                end;
            end;
                     {Koniec preskakovania}
      if (py <> y) and (px <> x)
        or (py = y) and (px = x)
        or (pole[x,y] = 'b')
        or (pole[x,y] = 'b') then
          begin
            skusv:=true;
            y:=py;
            x:=px;
            textcolor(biely);
          end;
    end;
end;
end;
Function skuss:boolean;     {pre strelca}
var k:byte;
begin
skuss:=false;
if pomocna = 'S' then
begin
   {ci nieco nestojí v ceste}
j:=0;
if (x > px) and (py < y) then
  for i:=px to x-1 do
    begin
      k:=py+j;
      if pole[i,k] <> ' ' then
        begin
          skuss:=true;
          y:=py;
          x:=px;
          if poradie = 1 then textcolor(cierny)
                         else textcolor(biely);
        end;
      inc(j);
    end;
 
j:=-1;
if (px > x) and (py < y) then
  for i:=x+1 to px do
    begin
      k:=y+j;
      if pole[i,k] <> ' ' then
        begin
          skuss:=true;
          i:=px;
          y:=py;
          x:=px;
          if poradie = 1 then textcolor(cierny)
                         else textcolor(biely);
        end;
      dec(j);
    end;
 
j:=0;
if (x > px) and (py > y) then
  for i:=px to x-1 do
    begin
      k:=py-j;
      if pole[i,k] <> ' ' then
        begin
          skuss:=true;
          y:=py;
          x:=px;
          if poradie = 1 then textcolor(cierny)
                         else textcolor(biely);
        end;
      inc(j);
    end;
 
j:=1;
if (px > x) and (py > y) then
  for i:=x+1 to px do
    begin
      k:=y+j;
      if pole[i,k] <> ' ' then
        begin
          skuss:=true;
          y:=py;
          x:=px;
          if poradie = 1 then textcolor(cierny)
                         else textcolor(biely);
        end;
      inc(j);
    end;
 
        {už vieme či niečo stjí v ceste, alebo nie}
 
  if poradie = 1 then
    begin
      if (abs(py-y) <> abs(px-x))
        or (py = y) and (px = x)
        or (pole[x,y] = 'c')
        or (pole[x,y] = 'c') then
          begin
            skuss:=true;
            y:=py;
            x:=px;
            textcolor(cierny);
          end
    end          else
    begin
      if (abs(py-y) <> abs(px-x))
        or (py = y) and (px = x)
        or (pole[x,y] = 'b')
        or (pole[x,y] = 'b') then
          begin
            skuss:=true;
            y:=py;
            x:=px;
            textcolor(biely);
          end;
    end;
end;
end;
Function skusk:boolean;     {pre koňa}
begin
skusk:=false;
if pomocna = 'K' then
begin
  if poradie = 1 then
    begin
      if (py <> y-4) or (px <> x+2)
       or (pole[x,y] = 'c') then
         begin
           if (py <> y-4) or  (px <> x-2)
            or (pole[x,y] = 'c') then
              begin
                if (px <> x-4) or (py <> y+2)
                 or (pole[x,y] = 'c') then
                   begin
                     if (px <> x-4) or (py <> y-2)
                      or (pole[x,y] = 'c') then
                        begin
                          if (py <> y+4) or (px <> x+2)
                            or (pole[x,y] = 'c') then
                              begin
                                if ((py <> y+4) or  (px <> x-2))
                                 or (pole[x,y] = 'c') then
                                   begin
                                     if ((px <> x+4) or (py <> y+2))
                                      or (pole[x,y] = 'c') then
                                        begin
                                          if ((px <> x+4) or (py <> y-2))
                                           or (pole[x,y] = 'c') then
 
                                             begin
                                               skusk:=true;
                                               y:=py;
                                               x:=px;
                                               textcolor(cierny);
                                             end;
                                        end;
                                   end;
                              end;
                        end;
                   end;
              end;
         end;
    end          else
    begin
      if (py <> y-4) or (px <> x+2)
       or (pole[x,y] = 'b') then
         begin
           if (py <> y-4) or  (px <> x-2)
            or (pole[x,y] = 'b') then
              begin
                if (px <> x-4) or (py <> y+2)
                 or (pole[x,y] = 'b') then
                   begin
                     if (px <> x-4) or (py <> y-2)
                      or (pole[x,y] = 'b') then
                        begin
                          if (py <> y+4) or (px <> x+2)
                            or (pole[x,y] = 'b') then
                              begin
                                if ((py <> y+4) or  (px <> x-2))
                                 or (pole[x,y] = 'b') then
                                   begin
                                     if ((px <> x+4) or (py <> y+2))
                                      or (pole[x,y] = 'b') then
                                        begin
                                          if ((px <> x+4) or (py <> y-2))
                                           or (pole[x,y] = 'b') then
 
                                             begin
                                               skusk:=true;
                                               y:=py;
                                               x:=px;
                                               textcolor(biely);
                                             end;
                                        end;
                                   end;
                              end;
                        end;
                   end;
              end;
         end;
    end;
end;
end;
Function skusq:boolean;  {pre kráľovnu}
var k:byte;
begin
skusq:=false;
if pomocna = 'Q' then
  begin
    if poradie = 1 then
      begin
        if (py <> y) and (px = x) and (pole[x,y] <> 'c')
         or (py = y) and (px <> x) and (pole[x,y] <> 'c') then skusq:=false
                                   else
          begin
            if (abs(py-y) <> abs(px-x))
             or (py = y) and (px = x)
             or (pole[x,y] = 'c') then
               begin
                 skusq:=true;
                 y:=py;
                 x:=px;
                 textcolor(cierny);
               end;
          end;
      end          else
      begin
        if (py <> y) and (px = x) and (pole[x,y] <> 'b')
         or (py = y) and (px <> x) and (pole[x,y] <> 'b') then skusq:=false
                                                         else
          begin
            if (abs(py-y) <> abs(px-x))
             or (py = y) and (px = x)
             or (pole[x,y] = 'b') then
               begin
                 skusq:=true;
                 y:=py;
                 x:=px;
                 textcolor(biely);
               end;
          end;
      end;
if skusq = true then
                else
begin
                {Skuska, či niekto nestojí v ceste vodorovne a zvysle}
  if (abs(py-y) <> abs(px-x)) then
    begin
      if px > x then        {doľva}
          for i:=x+1 to px do
              if pole[i,y] <> ' ' then
                begin
                  skusq:=true;
                  y:=py;
                  x:=px;
                  if poradie = 1 then textcolor(cierny)
                                 else textcolor(biely);
                end;
      if px < x then        {doprava}
          for i:=px to x-1 do
            begin
              if pole[i,y] <> ' ' then
                begin
                  skusq:=true;
                  y:=py;
                  x:=px;
                  if poradie = 1 then textcolor(cierny)
                                 else textcolor(biely);
                end;
            end;
      if py > y then        {hore}
          for i:=y+1 to py do
              if pole[x,i] <> ' ' then
                begin
                  skusq:=true;
                  y:=py;
                  x:=px;
                  if poradie = 1 then textcolor(cierny)
                                 else textcolor(biely);
                end;
      if py < y then        {dolu}
          for i:=py to y-1 do
            begin
              if pole[x,i] <> ' ' then
                begin
                  skusq:=true;
                  y:=py;
                  x:=px;
                  if poradie = 1 then textcolor(cierny)
                                 else textcolor(biely);
                end;
            end;
    end                       else
                 {Koniec vertikálneho a horizontálneho zisťovania}
begin
j:=0;
                 {Zisťovanie či nieco nestojí v šikmej ceste}
if (x > px) and (py < y) then
  for i:=px to x-1 do
    begin
      k:=py+j;
      if pole[i,k] <> ' ' then
        begin
          skusq:=true;
          y:=py;
          x:=px;
          if poradie = 1 then textcolor(cierny)
                         else textcolor(biely);
        end;
      inc(j);
    end;
 
j:=-1;
if (px > x) and (py < y) then
  for i:=x+1 to px do
    begin
      k:=y+j;
      if pole[i,k] <> ' ' then
        begin
          skusq:=true;
          i:=px;
          y:=py;
          x:=px;
          if poradie = 1 then textcolor(cierny)
                         else textcolor(biely);
        end;
      dec(j);
    end;
 
j:=0;
if (x > px) and (py > y) then
  for i:=px to x-1 do
    begin
      k:=py-j;
      if pole[i,k] <> ' ' then
        begin
          skusq:=true;
          y:=py;
          x:=px;
          if poradie = 1 then textcolor(cierny)
                         else textcolor(biely);
        end;
      inc(j);
    end;
 
j:=1;
if (px > x) and (py > y) then
  for i:=x+1 to px do
    begin
      k:=y+j;
      if pole[i,k] <> ' ' then
        begin
          skusq:=true;
          y:=py;
          x:=px;
          if poradie = 1 then textcolor(cierny)
                         else textcolor(biely);
        end;
      inc(j);
    end;
 
  end;      {už vieme či niečo stjí v ceste, alebo nie}
end;
end;
end;
Function skuskr:boolean;    {pre kráľa}
begin
skuskr:=false;
if pomocna = '┼' then
  begin
    if (kral1pohyb = false) and (poradie = 0)
     or (kral2pohyb = false) and (poradie = 1) then
      begin
        if (px <= x-2)
         or (px >= x+2)
         or (py >= y+2)
         or (py <= y-2) then
           begin
             if poradie = 1 then
               begin
                 if (pole[x,y] = 'c') then
                   begin
                     skuskr:=true;
                     y:=py;
                     x:=px;
                     textcolor(cierny);
                   end                else
                 begin
                   if (py = y-2) and (px = x)       {zaciatok vodorovne a zvysle}
                    or ((py = y+2) and (px = x))
                    or ((py = y) and (px = x+2))
                    or ((py = y) and (px = x-2))    {koniec vodorovne a zvysle}
                    or ((py = y-2) and (px = x-2))  {zaciatok kríž}
                    or ((py = y-2) and (px = x+2))
                    or ((py = y+2) and (px = x-2))  {koniec kríž + to potom}
                    or ((py = y+2) and (px = x+2))
                    or ((px = x-4) and (py = y))
                    or ((px = x+4) and (py = y)) then
                      begin
                        skuskr:=false;
                      end
                                                 else
                      begin
                        skuskr:=true;
                        y:=py;
                        x:=px;
                        textcolor(cierny);
                      end;
                 end;
               end                    else
               begin
                 if (pole[x,y] = 'b') then
                   begin
                     skuskr:=true;
                     y:=py;
                     x:=px;
                     textcolor(biely);
                   end                else
                   begin
                     if (py = y-2) and (px = x)       {zaciatok vodorovne a zvysle}
                      or ((py = y+2) and (px = x))
                      or ((py = y) and (px = x+2))
                      or ((py = y) and (px = x-2))    {koniec vodorovne a zvysle}
                      or ((py = y-2) and (px = x-2))  {zaciatok kríž}
                      or ((py = y-2) and (px = x+2))
                      or ((py = y+2) and (px = x-2))  {koniec kríž + to potom}
                      or ((py = y+2) and (px = x+2))
                      or ((px = x-4) and (py = y))
                      or ((px = x+4) and (py = y))   then
                        begin
                          skuskr:=false;
                        end
                                                     else
                        begin
                          skuskr:=true;
                          y:=py;
                          x:=px;
                          textcolor(biely);
                        end;
                   end;
               end;
           end;
                        {ROšáDA}
        if (px = x-4) and (py = y) then  {doprava}
           begin
             if poradie = 1 then
               begin
                 if pole[42,26] <> ' ' then
                   skuskr:=true
                                       else
                   begin  {kráľ}
                     pole[40,26]:=' ';
                     pole[44,26]:='c';
                     sachovnica[40,26]:=' ';
                     sachovnica[44,26]:='┼';
                          {veža}
                     pole[46,26]:=' ';
                     pole[42,26]:='c';
                     sachovnica[46,26]:=' ';
                     sachovnica[42,26]:='V';
                     gotoxy(46,26);write(' ');
                     textcolor(cierny);
                     gotoxy(42,26);write('V');
                   end;
               end
                            else
               begin
                 if pole[42,12] <> ' ' then
                   skuskr:=true
                                       else
                   begin  {kráľ}
                     pole[40,12]:=' ';
                     pole[44,12]:='b';
                     sachovnica[40,12]:=' ';
                     sachovnica[44,12]:='┼';
                          {veža}
                     pole[46,12]:=' ';
                     pole[42,12]:='b';
                     sachovnica[46,12]:=' ';
                     sachovnica[42,12]:='V';
                     gotoxy(46,12);write(' ');
                     gotoxy(42,12);write('V');
                   end;
               end;
           end;
        if (px = x+4) and (py = y) then  {doľava}
          begin
             if poradie = 1 then
               begin
                 if pole[38,26] <> ' ' then skuskr:=true
                                       else
                   begin  {kráľ}
                     pole[40,26]:=' ';
                     pole[36,26]:='c';
                     sachovnica[32,26]:=' ';
                     sachovnica[36,26]:='┼';
                          {veža}
                     pole[32,26]:=' ';
                     pole[38,26]:='c';
                     sachovnica[32,26]:=' ';
                     sachovnica[38,26]:='V';
                     gotoxy(32,26);write(' ');
                     textcolor(cierny);
                     gotoxy(38,26);write('V');
                   end;
               end
                            else
               begin
                 if pole[38,12] <> ' ' then skuskr:=true
                                       else
                   begin  {kráľ}
                     pole[40,12]:=' ';
                     pole[36,12]:='b';
                     sachovnica[40,12]:=' ';
                     sachovnica[36,12]:='┼';
                          {veža}
                     pole[32,12]:=' ';
                     pole[38,12]:='b';
                     sachovnica[32,12]:=' ';
                     sachovnica[38,12]:='V';
                     gotoxy(32,12);write(' ');
                     gotoxy(38,12);write('V');
                   end;
               end;
           end;
      end                 else
      begin
        if poradie = 1 then
          begin
            if (pole[x,y] = 'c') then
              begin
                skuskr:=true;
                y:=py;
                x:=px;
                textcolor(cierny);
              end               else
              begin
                if (py = y-2) and (px = x)       {zaciatok vodorovne a zvysle}
                 or ((py = y+2) and (px = x))
                 or ((py = y) and (px = x+2))
                 or ((py = y) and (px = x-2))    {koniec vodorovne a zvysle}
                 or ((py = y-2) and (px = x-2))  {zaciatok kríž}
                 or ((py = y-2) and (px = x+2))
                 or ((py = y+2) and (px = x-2))  {koniec kríž + to potom}
                 or ((py = y+2) and (px = x+2)) then
                   begin
                     skuskr:=false;
                   end
                                                else
                   begin
                     skuskr:=true;
                     y:=py;
                     x:=px;
                     textcolor(cierny);
                   end;
              end;
          end          else
          begin
            if (pole[x,y] = 'b') then
              begin
                skuskr:=true;
                y:=py;
                x:=px;
                textcolor(biely);
              end               else
              begin
                if (py = y-2) and (px = x)       {zaciatok vodorovne a zvysle}
                 or ((py = y+2) and (px = x))
                 or ((py = y) and (px = x+2))
                 or ((py = y) and (px = x-2))    {koniec vodorovne a zvysle}
                 or ((py = y-2) and (px = x-2))  {zaciatok kríž}
                 or ((py = y-2) and (px = x+2))
                 or ((py = y+2) and (px = x-2))  {koniec kríž + to potom}
                 or ((py = y+2) and (px = x+2)) then
                   begin
                     skuskr:=false;
                   end
                                                else
                   begin
                     skuskr:=true;
                     y:=py;
                     x:=px;
                     textcolor(biely);
                   end;
              end;
          end;
      end;
  end;
if (px = x) and (py = y) then skuskr:=true;
end;
 
 
        {Usporiadanie figuriek}
Procedure figurkyb;           {IBA PRE ZAČIATOK}
var c,d:byte;
begin
d:=miny+4;
c:=minx;
e:=1;
  repeat
    inc(c,2);
    gotoxy(c,d);
    textcolor(biely);
    write('P');
    sachovnica[c,d]:='P';
    pole[c,d]:='b';
    inc(e);
    prvytah[e,1]:=false;
  until c>=minx+16;
d:=miny+2;
c:=minx+2;
  gotoxy(c,d);
  write('V');
  sachovnica[c,d]:='V';
  pole[c,d]:='b';
gotoxy(c+2,d);
write('K');
sachovnica[c+2,d]:='K';
pole[c+2,d]:='b';
  gotoxy(c+4,d);
  write('S');
  sachovnica[c+4,d]:='S';
  pole[c+4,d]:='b';
gotoxy(c+6,d);
write('Q');
sachovnica[c+6,d]:='Q';
pole[c+6,d]:='b';
  gotoxy(c+8,d);
  write('┼');
  sachovnica[c+8,d]:='┼';
  pole[c+8,d]:='b';
gotoxy(c+10,d);
write('S');
sachovnica[c+10,d]:='S';
pole[c+10,d]:='b';
  gotoxy(c+12,d);
  write('K');
  sachovnica[c+12,d]:='K';
  pole[c+12,d]:='b';
gotoxy(c+14,d);
write('V');
sachovnica[c+14,d]:='V';
pole[c+14,d]:='b';
end;
Procedure figurkyc;
var c,d:byte;
begin
d:=miny+14;
c:=minx;
e:=1;
  repeat
    inc(c,2);
    gotoxy(c,d);
    textcolor(cierny);
    write('P');
    sachovnica[c,d]:='P';
    pole[c,d]:='c';
    inc(e);
    prvytah[e,2]:=false
  until c>=minx+16;
d:=miny+16;
c:=minx+2;
  gotoxy(c,d);
  write('V');
  sachovnica[c,d]:='V';
  pole[c,d]:='c';
gotoxy(c+2,d);
write('K');
sachovnica[c+2,d]:='K';
pole[c+2,d]:='c';
  gotoxy(c+4,d);
  write('S');
  sachovnica[c+4,d]:='S';
  pole[c+4,d]:='c';
gotoxy(c+6,d);
write('Q');
sachovnica[c+6,d]:='Q';
pole[c+6,d]:='c';
  gotoxy(c+8,d);
  write('┼');
  sachovnica[c+8,d]:='┼';
  pole[c+8,d]:='c';
gotoxy(c+10,d);
write('S');
sachovnica[c+10,d]:='S';
pole[c+10,d]:='c';
  gotoxy(c+12,d);
  write('K');
  sachovnica[c+12,d]:='K';
  pole[c+12,d]:='c';
gotoxy(c+14,d);
write('V');
sachovnica[c+14,d]:='V';
pole[c+14,d]:='c';
end;
 
 
Procedure mriezka;         {Nakreslí hracie pole}
var  a,b:byte;
begin
a:=miny+1;
b:=minx+1;
gotoxy(b,a);
writeln('┌─┬─┬─┬─┬─┬─┬─┬─┐');
gotoxy(b,a+1);
writeln('│ │ │ │ │ │ │ │ │');
  repeat
    inc(a,2);
    gotoxy(b,a);
    writeln('├─┼─┼─┼─┼─┼─┼─┼─┤');
    gotoxy(b,a+1);
    writeln('│ │ │ │ │ │ │ │ │');
  until a>=miny+15;
gotoxy(b,a+2);
writeln('└─┴─┴─┴─┴─┴─┴─┴─┘');
end;
 
 
Procedure napoveda;
begin
if p = 'h' then
              begin
                clrscr;
                textcolor(z);
                writeln('Je tu konečne šach pre dvoch (síce s hroznou grafilkou, ale čo už)');
                writeln('Ovládanie je veľmi jednoduché pohybuje sa pomocou: ');
 
                textcolor(vy);                      {tu začína návod hry}
                write(chr(27));
                textcolor(z);
                write(' čo umožní pohyb smerom ');
                textcolor(ak);
                writeln('do ľava');
 
                textcolor(vy);
                write(chr(25));
                textcolor(z);
                write(' čo umožní pohyb smerom ');
                textcolor(ak);
                writeln('dolu');
 
                textcolor(vy);
                write(chr(26));
                textcolor(z);
                write(' čo umožní pohyb smerom ');
                textcolor(ak);
                writeln('do prava');
 
                textcolor(vy);
                write(chr(24));
                textcolor(z);
                write(' čo umožní pohyb smerom ');
                textcolor(ak);
                writeln('nahor');
 
                textcolor(vy);                                   {návod na znak až po návod na ukončenie programu}
                write('medzerník');
                textcolor(z);
                write(' čo umožní ');
                textcolor(ak);
                write(' zobratie ');
                textcolor(z);
                writeln('figúrky  ');
 
                writeln;
                writeln('V - znamená veža');
                writeln('K - znamená kôň');
                writeln('S - znamená strelec');
                writeln('Q - znamená kráľovna');
                writeln('┼ - znamená kráľ, s ktorým sa ešte nepohlo');
                writeln('R - znamená kráľ, s ktorým sa pohlo');
                writeln('P - znamená pešiak');
                writeln;
 
                textcolor(z);
                write('Pre ukončenie nápovedy stisnite');
                textcolor(ine);
                write(' "ENTER" ');
                textcolor(z);                                   {ukončenie hry}
                write('a pre ukončenie hry stisnite ');
                textcolor(ine);
                write('k ');
                textcolor(z);
                write('(ale až  po tom,ako stlačíte ');
                textcolor(ine);
                write('"ENTER" ');
                textcolor(z);
                writeln(')');
 
                writeln('Prajem príjenu zábavu');
                readln;                               {tu končí návod hry}
              end;
 
end;
 
Procedure vymaz;
begin
  for j:=minx to minx+16 do
    for i:=miny to miny+16 do
      begin
        sachovnica[j,i]:=' ';
        pole[j,i]:=' ';
      end;
end;
 
 
 
begin
textmode(CO80 + Font8x8);
clrscr;
vymaz;
x:=minx+8;
y:=miny+2;
write('Pre nápovedu stlač "H" a pre zahájenie hry "ENTER" ');
readln(p);
if p = 'h' then napoveda;
clrscr;
mriezka;
figurkyb;
figurkyc;
poradie:=0;
kral1pohyb:=false;
kral2pohyb:=false;
koniechry :=false;
repeat
  if poradie = 1 then
    begin
      gotoxy(30,1);
      textcolor(hlaska);
      write('na tahu je cierny ');
    end          else
    begin
      gotoxy(30,1);
      textcolor(hlaska);
      write('na tahu je biely  ');
    end;
  repeat
    pomocna:=' ';
    gotoxy(30,40);
    textcolor(hlaska);
    write('Vybrata figurka: ');
    textbackground(8);
    textcolor(z);
    write(pomocna);
    gotoxy(x,y);
    p:=readkey;
    pohyb;
    gotoxy(x,y);
    if poradie = 1 then
      begin
        if pole[x,y] = 'c' then  ozaj:=false
                           else  ozaj:=true;
      end          else
      begin
        if pole[x,y] = 'b' then  ozaj:=false
                           else  ozaj:=true;
      end;
    if p = ' ' then
      begin
        if (sachovnica[x,y] = ' ')
          or (ozaj = true) then
          begin
            gotoxy(47,40);
            writeln(' ');
          end
                                 else
          begin
            pomocna:=sachovnica[x,y];
            sachovnica[x,y]:=' ';
            pole[x,y]:=' ';
            gotoxy(x,y);
            write(' ');
            gotoxy(30,40);
            textcolor(hlaska);
            write('Vybrata figurka: ');
            textbackground(8);
            textcolor(z);
            write(pomocna);
            px:=x;
            py:=y;
            repeat
              gotoxy(x,y);
              p:=readkey;
              if p = ' ' then
                begin
                  if (skusk = false)
                   and (skusv = false)
                   and (skuss = false)
                   and (skusq = false)
                   and (skuskr= false)
                   and (skusp = false) then
                     begin
                       if (pomocna = '┼') then  {aby sa nedala robiť rošada po pohnutí s kráľom}
                         begin
                           if poradie = 1 then kral2pohyb:=true
                                          else kral1pohyb:=true;
                         end;
                       if (pomocna = 'P') then  {aby sa nepohýňal s 1 pesiakom o 2 policka}
                         begin
                           if poradie = 1 then prvytah[f,2]:=true
                                          else prvytah[f,1]:=true;
                         end;
 
                       gotoxy(x,y);
                          if poradie = 0 then
                            begin
                              sachovnica[x,y]:=pomocna;
                              textcolor(biely); {ak chces ist bez cierneho, len biely tak o riadok nizsie zmen na 0}
                              poradie:=1;       {zmen na 1, ale len toto a uz moze ist aj cierny}
                              pole[x,y]:='b';
                            end          else
                            begin
                              sachovnica[x,y]:=pomocna;
                              textcolor(cierny);
                              poradie:=0;
                              pole[x,y]:='c';
                            end;
                      writeln(sachovnica[x,y]);
 
 
                      if zistenieciniektonevyhral = true then
                        begin
                          clrscr;
                          koniechry:=true;
                          textcolor(koniec);
                          gotoxy(30,20);
                          if poradie = 1 then write('VYHRAL BIELY')
                                         else write('VYHRAL CIERNY');
 
                          readln;
                        end;
 
 
                     end              else
                     begin
                       x:=px;
                       y:=py;
                       gotoxy(x,y);
                       write(pomocna);
                       sachovnica[x,y]:=pomocna;
                       if poradie = 1 then pole[x,y]:='c'
                                      else pole[x,y]:='b';
                       sound(2000);
                       delay(100);
                       nosound;
                     end;
                end      else pohyb;
                if koniechry = true then p:=' ';
            until p = ' ';
          end;
      end;
  until (p = ' ') or (p = 'k');
  if koniechry = true then p:='k';
until p = 'k';
delay(100);
end.
 

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