void read(int *high)
{
  FILE *fp;
  fp=fopen("bag.b","rb");
  if(fp==NULL)
    return;
  fread(high,sizeof(int),1,fp);
  fclose(fp);
}
void save(int *high)
{
  FILE *fp;
  fp=fopen("bag.b","wb");
  if(fp==NULL)
    return;
  fwrite(high,sizeof(int),1,fp);
  fclose(fp);
}
//显示关卡
void show_level()
{
  char str[4],str2[8];
  putimage(0,0,game.img[0]);
  sprintf(str, "%4d ", game.level);
  sprintf(str2, "%4d ", game.targets);
  setfont(40,0,"隶书");
  setcolor(EGERGB(255,255,255));
  setbkmode(TRANSPARENT);
  outtextxy(160,330,"第  关");
  outtextxy(160,330,str);
  setfont(30,0,"隶书");
  outtextxy(150,400,"目标分:");
  outtextxy(270,400,str2);
  Sleep(1000);
  cleardevice();
}
//显示分数
void show_word()
{
  char str[4],str1[8],str2[8],scores[8],str3[4];
  if(game.score>high)
  {
    high=game.score;
    save(&high);
  }
  putimage(0,0,game.img[0]);
  setfont(30,0,"隶书");
  setcolor(EGERGB(250, 210, 0));
  setbkmode(TRANSPARENT);
  outtextxy(10,15, "最高记录: ");
  outtextxy(10,55, "关卡: ");
  outtextxy(150,55, "目标分: ");
  sprintf(str, "%4d ", game.level);
  sprintf(str1, "%4d ", high);
  sprintf(str2, "%4d ", game.targets);
  sprintf(scores, "%4d ", game.score);
  sprintf(str3, "%d", game.tool_number);
  setcolor(EGERGB(255, 255, 255));
  outtextxy(60, 55, str);
  outtextxy(150, 15, str1);
  outtextxy(260, 55, str2);
  outtextxy(205, 102, scores);
  setfont(25,0,"隶书");
  outtextxy(410,1,str3);
}
void show_map()
{
  if(game.level_state==1)
    show_level();
  show_word();
  int i,j;
  for (i=0; i
      {
        if(map[i][j]==1)
          putimage(j*45,i*45+250,game.img[map[i][j]]);
        else if(map[i][j]==2)
          putimage(j*45,i*45+250,game.img[map[i][j]]);
        else if(map[i][j]==3)
          putimage(j*45,i*45+250,game.img[map[i][j]]);
        else if(map[i][j]==4)
          putimage(j*45,i*45+250,game.img[map[i][j]]);
        else if(map[i][j]==5)
          putimage(j*45,i*45+250,game.img[map[i][j]]);
        else if(map[i][j]==6)
          putimage(j*45,i*45+250,game.img[map[i][j]]);
      }
  }
}
//音频
void musicu()
{
  mciSendString("close mymusicu",NULL,0,NULL);
  mciSendString("open game\\unbelievable.mp3 alias mymusicu",NULL,0,NULL);
  mciSendString("play mymusicu",NULL,0,NULL);
}
void musicc()
{
  mciSendString("close mymusicc",NULL,0,NULL);
  mciSendString("open game\\click.mp3 alias mymusicc",NULL,0,NULL);
  mciSendString("play mymusicc",NULL,0,NULL);
}
void musicf()
{
  mciSendString("close mymusicf",NULL,0,NULL);
  mciSendString("open game\\fail.mp3 alias mymusicf",NULL,0,NULL);
  mciSendString("play mymusicf",NULL,0,NULL);
}
void musicd()
{
  mciSendString("close mymusicd",NULL,0,NULL);
  mciSendString("open game\\delt.mp3 alias mymusicd",NULL,0,NULL);
  mciSendString("play mymusicd",NULL,0,NULL);
}
void musicb()
{
  mciSendString("close mymusicb",NULL,0,NULL);
  mciSendString("open game\\bomb.mp3 alias mymusicb",NULL,0,NULL);
  mciSendString("play mymusicb",NULL,0,NULL);
}
void musicp()
{
  mciSendString("close mymusicp",NULL,0,NULL);
  mciSendString("open game\\popwindows.mp3 alias mymusicp",NULL,0,NULL);
  mciSendString("play mymusicp",NULL,0,NULL);
}
void musicsheng()
{
  mciSendString("close mymusicsheng",NULL,0,NULL);
  mciSendString("open game\\成功.mp3 alias mymusicsheng",NULL,0,NULL);
  mciSendString("play mymusicsheng",NULL,0,NULL);
}
//判断此位置是否符合
int avaliable(int x,int y)
{
  if(x<0||x>=MAPSIZE||y<0||y>=MAPSIZE||state[y][x])
    return 0;
  else
    return 1;
}
//搜索周围相同颜色
void search_map(int x,int y,int target)
{
  if((!avaliable(x,y))||map[y][x]!=target)
    return;
  state[y][x]=true;
  state1[y][x]=true;
  game.counts++;
  search_map(x-1,y,target);
  search_map(x+1,y,target);
  search_map(x,y-1,target);
  search_map(x,y+1,target);
}
//搜索到相同颜色后调整位置
void adjust_map()
{
  int i,j,r,k;
  int temp[10][10];
  for(j=MAPSIZE-1; j>=0; j--)
  {
    int m=0;
    int flag=1;
    k=j;
    for(i=MAPSIZE-1; i>=0; i--)
      if(state[i][j]==false)
        flag=0;
    if(flag==1)
    {
      if(k==MAPSIZE-1)
        continue;
      while(1)
      {
        if(k==MAPSIZE-1)
          break;
        for(i=MAPSIZE-1; i>=0; i--)
        {
          map[i][k]=map[i][k+1];
          state[i][k]=state[i][k+1];
          state[i][k+1]=true;
        }
        k++;
      }
    }
    for(i=MAPSIZE-1; i>=0; i--)
      if(!state[i][j])
      {
        temp[m][j]=map[i][j];
        m++;
      }
    r=MAPSIZE-1;
    for(i=0; i
=0; r--)
    {
      state[r][j]=true;
    }
  }
}
//判断是否通过本关
int end_map()
{
  int i,j,target;
  int x;
  int y;
  int flag=1;
  for(i=0; i  {
    show_map();
    putimage(88, 280, game.img[9]);
    while(mousemsg())
    {
      ms=getmouse();
      if(ms.is_left()&&ms.is_down())
      {
        if(ms.x>105&&ms.x<230&&ms.y>380&&ms.y<425)
        {
          musicc();
          return 0;
        }
        if(ms.x>240&&ms.x<370&&ms.y>380&&ms.y<420)
        {
          musicc();
          return 1;
        }
      }
    }
    Sleep(500);
  }
}
//点击要炸裂的某一列
void bomb_map()
{
  int i;
  int x,y;
  mouse_msg msg;
  while(1)
  {
    show_map();
    while(mousemsg())
    {
      msg=getmouse();
      if(msg.is_left()&&msg.is_down())
      {
        musicc();
        x=msg.x/45;
        y=(msg.y-250)/45;
        if(!avaliable(x,y))
          continue;
        for(i=0; i
}
//碎片消除后,恢复以前状态
void state1_back()
{
  int i,j;
  for(i=0; i400&&msg.x<450&&msg.y>=40&&msg.y<100&&game.tool_number>=5)//使用炸弹
        {
          musicp();
          if(bomb_pop())
          {
            bomb_map();
            musicb();
            adjust_map();
            game.score=game.score+game.counts*20;
            game.tool_number=game.tool_number-5;
            show_map();
            game.counts=0;
          }
        }
        else
        {
          x=msg.x/45;
          y=(msg.y-250)/45;
          if(!avaliable(x,y))
            continue;
          target=map[y][x];
          if((avaliable(x+1,y)&&map[y][x+1]==target)||(avaliable(x-1,y)&&map[y][x-1]==target)
              ||(avaliable(x,y-1)&&map[y-1][x]==target)||(avaliable(x,y+1)&&map[y+1][x]==target))
          {
            search_map(x,y,target);
            game.score=game.score+game.counts*20;
            if(game.counts>=6)
            {
              game.tool_number=game.tool_number+3;
              musicu();
            }
            flash_map(target);
            adjust_map();
          }
          game.counts=0;
          show_map();
          Sleep(100);
          state1_back();
          if(end_map())
          {
            if(game.score>=game.targets)
            {
              musicsheng();
              game.game_state=2;
              return;
            }
            else if(game.score170&&ms.x<300&&ms.y>380&&ms.y<420)
        {
          musicc();
          game.tool_number=10;
          game.tool_state=0;
          return ;
        }
      }
    }
    Sleep(500);
  }
}
//游戏指南界面
void inter_game()
{
  mouse_msg ms;
  while(1)
  {
    putimage(0,0,game.img[18]);
    while(mousemsg())
    {
      ms=getmouse();
      if(ms.is_left()&&ms.is_down())
      {
        musicc();
        game.game_state=0;
        return;
      }
    }
    Sleep(500);
  }
}
void start_game()
{
  mouse_msg ms;
  if(game.start_state==1)
  {
    putimage(0,0,game.img[19]);
    Sleep(500);
    putimage(0,0,game.img[20]);
    Sleep(500);
    game.start_state=0;
  }
  while(1)
  {
    putimage(0,0,game.img[7]);
    while(mousemsg())
    {
      ms=getmouse();
      if(ms.is_left()&&ms.is_down())
      {
        musicc();
        if(ms.x>140&&ms.x<310&&ms.y>370&&ms.y<410)
        {
          if(game.tool_state==1)
          {
            musicp();
            get_tool();
          }
          game.game_state=1;
          game.level_state=1;
          return;
        }
        if(ms.x>140&&ms.x<310&&ms.y>420&&ms.y<460)
        {
          game.game_state=3;
          return;
        }
        if(ms.x>140&&ms.x<310&&ms.y>470&&ms.y<500)
        {
          game.game_state=5;
          return;
        }
      }
    }
    Sleep(500);
  }
}
void fail_again()
{
  int i,j;
  int target;
  int x,y;
  int flag=0;
  mouse_msg msg;
  for(i=0; i400&&msg.x<450&&msg.y>=40&&msg.y<100&&game.tool_number>=5)
        {
          musicp();
          if(bomb_pop())
          {
            bomb_map();
            musicb();
            adjust_map();
            game.score=game.score+game.counts*20;
            game.tool_number=game.tool_number-5;
            show_map();
            game.counts=0;
          }
        }
        else
        {
          x=msg.x/45;
          y=(msg.y-250)/45;
          if(!avaliable(x,y))
            continue;
          target=map[y][x];
          if((avaliable(x+1,y)&&map[y][x+1]==target)||(avaliable(x-1,y)&&map[y][x-1]==target)
              ||(avaliable(x,y-1)&&map[y-1][x]==target)||(avaliable(x,y+1)&&map[y+1][x]==target))
          {
            search_map(x,y,target);