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{ @author: Sylvain Maltais (support@gladir.com)
@created: 2025
@website(https://www.gladir.com/7iles)
@abstract(Target: Turbo Pascal 7, Free Pascal 3.2)
@description: Jeu de Mancala - Jeu de strat‚gie traditionnel africain
}
Program Mancala;
Uses
{$IFDEF FPC}
PtcCrt, PtcGraph, PtcMouse
{$ELSE}
Crt, Graph
{$ENDIF};
Const
SCREEN_WIDTH=640;
SCREEN_HEIGHT=480;
BOARD_WIDTH=500;
BOARD_HEIGHT=200;
BOARD_X=70;
BOARD_Y=140;
HOLE_SIZE=50;
KALAHA_WIDTH=60;
KALAHA_HEIGHT=140;
SEED_RADIUS=3;
MAX_SEEDS_PER_HOLE=48;
Type
TPlayer=(pPlayer1, pPlayer2);
TGameState=(gsPlaying,gsGameOver,gsQuit);
TBoard=Array[0..13] of Integer; { 0-5: Joueur 1, 6: Kalaha J1, 7-12: Joueur 2, 13: Kalaha J2 }
TGame=Record
board:TBoard;
currentPlayer:TPlayer;
gameState:TGameState;
selectedHole:Integer;
needRedraw:Boolean;
winner:TPlayer;
winnerSet:Boolean;
lastAction:String;
validMoves:Array[0..5] of Boolean;
hasValidMoves:Boolean;
End;
Var
Game:TGame;
{ Fonction IntToStr pour compatibilit‚ }
Function IntToStr(value:Integer):String;
Var
s:String;
Begin
Str(value,s);
IntToStr:=s;
End;
{ D‚clarations forward }
Procedure InitializeGame;Forward;
Function GetPlayerName(player:TPlayer):String;Begin
Case player of
pPlayer1:GetPlayerName := 'Vous (Humain)';
pPlayer2:GetPlayerName := 'Ordinateur (IA)';
End;
End;
Function GetPlayerColor(player:TPlayer):Integer;Begin
Case player of
pPlayer1:GetPlayerColor := 4; { Rouge }
pPlayer2:GetPlayerColor := 1; { Bleu }
End;
End;
Function IsPlayerHole(player: TPlayer; hole: Integer):Boolean;Begin
Case player of
pPlayer1: IsPlayerHole:=(hole >= 0) and (hole <= 5);
pPlayer2: IsPlayerHole:=(hole >= 7) and (hole <= 12);
End;
End;
Function GetPlayerKalaha(player:TPlayer):Integer;Begin
Case player of
pPlayer1: GetPlayerKalaha := 6;
pPlayer2: GetPlayerKalaha := 13;
End;
End;
Function GetOppositeHole(hole:Integer):Integer;Begin
If(hole >= 0)and(hole <= 5)Then GetOppositeHole:=12 - hole Else
If(hole >= 7)and(hole <= 12)Then GetOppositeHole:=12 - hole
Else GetOppositeHole:=-1;
End;
Procedure CheckValidMoves(player:TPlayer);
Var
i,startHole,endHole:Integer;
Begin
Game.hasValidMoves:=False;
Case player of
pPlayer1:Begin
startHole := 0;
endHole := 5;
End;
pPlayer2:Begin
startHole := 7;
endHole := 12;
End;
End;
For i:=startHole to endHole do Begin
If player=pPlayer1 Then Game.validMoves[i]:=(Game.board[i] > 0)
Else Game.validMoves[i-7]:=(Game.board[i] > 0);
If Game.board[i] > 0 Then Game.hasValidMoves := True;
End;
End;
Function IsGameOver:Boolean;
Var
i: Integer;
player1HasSeeds,player2HasSeeds:Boolean;
Begin
player1HasSeeds :=False;
player2HasSeeds := False;
{ V‚rifier si le joueur 1 a des graines }
For i:=0 to 5 do If Game.board[i]>0 Then player1HasSeeds:=True;
{ V‚rifier si le joueur 2 a des graines }
For i:=7 to 12 do If Game.board[i]>0 Then player2HasSeeds := True;
IsGameOver := not (player1HasSeeds and player2HasSeeds);
End;
Procedure CollectRemainingSeeds;
Var
i:Integer;
Begin
{ Collecter les graines restantes du joueur 1 }
For i:=0 to 5 do Begin
Game.board[6]:=Game.board[6]+Game.board[i];
Game.board[i]:=0;
End;
{ Collecter les graines restantes du joueur 2 }
For i:=7 to 12 do Begin
Game.board[13] := Game.board[13] + Game.board[i];
Game.board[i] := 0;
End;
End;
Procedure CheckWinner;Begin
If IsGameOver Then Begin
CollectRemainingSeeds;
If Game.board[6]>Game.board[13]Then Begin
Game.winner:=pPlayer1;
Game.lastAction:='Vous gagnez!';
End
Else
If Game.board[13]>Game.board[6]Then Begin
Game.winner := pPlayer2;
Game.lastAction:='L''ordinateur gagne!';
End
Else
Game.lastAction := 'Egalite!';
Game.winnerSet:=True;
Game.gameState:=gsGameOver;
End;
End;
Function MakeMove(player:TPlayer;hole:Integer):Boolean;
Var
seeds,currentHole:Integer;
extraTurn:Boolean;
oppositeHole:Integer;
Begin
MakeMove:=False;
{ V‚rifier si le mouvement est valide }
If Not IsPlayerHole(player,hole)or(Game.board[hole]=0)Then Exit;
{ Prendre les graines du trou }
seeds:=Game.board[hole];
Game.board[hole]:=0;
currentHole:=hole;
extraTurn:=False;
{ Distribuer les graines }
While seeds>0 do Begin
currentHole:=(currentHole+1) mod 14;
{ Ignorer le kalaha de l'adversaire }
If((player=pPlayer1)and(currentHole=13))or
((player=pPlayer2)and(currentHole=6))Then
currentHole:=(currentHole+1) mod 14;
Game.board[currentHole] := Game.board[currentHole] + 1;
Dec(seeds);
End;
{ V‚rifier si on termine dans son propre kalaha (tour suppl‚mentaire) }
If((player=pPlayer1)and(currentHole=6))or
((player=pPlayer2)and(currentHole=13))Then Begin
extraTurn:=True;
Game.lastAction:=GetPlayerName(player)+' joue encore!';
End
Else
Begin
{ V‚rifier la rŠgle de capture }
If IsPlayerHole(player,currentHole)and(Game.board[currentHole]=1)Then Begin
oppositeHole:=GetOppositeHole(currentHole);
If (oppositeHole>=0)and(Game.board[oppositeHole]>0)Then Begin
{ Capturer les graines }
If player = pPlayer1 Then Begin
Game.board[6]:=Game.board[6] + Game.board[currentHole] + Game.board[oppositeHole];
Game.lastAction:='Vous capturez les graines!';
End
Else
Begin
Game.board[13]:=Game.board[13]+Game.board[currentHole]+Game.board[oppositeHole];
Game.lastAction:='L''ordinateur capture!';
End;
Game.board[currentHole] := 0;
Game.board[oppositeHole] := 0;
End
Else
Game.lastAction := GetPlayerName(player)+' joue';
End
Else
Game.lastAction := GetPlayerName(player) + ' joue';
End;
{ Changer de joueur si pas de tour suppl‚mentaire }
If not extraTurn Then Begin
If Game.currentPlayer=pPlayer1 Then Game.currentPlayer:=pPlayer2
Else Game.currentPlayer:=pPlayer1;
End;
MakeMove:=True;
End;
Procedure ComputerMove;
Var
i,bestHole,bestScore,score:Integer;
startHole,endHole:Integer;
tempBoard:TBoard;
tempSeeds,tempHole:Integer;
Begin
bestHole:=-1;
bestScore:=-1;
{ D‚terminer la plage de trous pour le joueur 2 }
startHole:=7;
endHole:=12;
{ valuer chaque mouvement possible }
For i:=startHole to endHole do Begin
If Game.board[i]>0 Then Begin
score:=0;
{ Simuler le mouvement }
tempBoard:=Game.board;
tempSeeds:=tempBoard[i];
tempBoard[i]:=0;
tempHole:=i;
{ Distribuer les graines }
While tempSeeds>0 do Begin
tempHole:=(tempHole+1) mod 14;
{ Ignorer le kalaha du joueur 1 }
If tempHole=6 Then tempHole:=(tempHole+1) mod 14;
tempBoard[tempHole] := tempBoard[tempHole] + 1;
Dec(tempSeeds);
End;
{ ‚valuer le pointage }
score:=tempBoard[13]; { Graines dans notre kalaha }
{ Bonus si on termine dans notre kalaha (tour supplémentaire) }
If tempHole=13 Then score := score + 10;
{ Bonus si on peut capturer }
If IsPlayerHole(pPlayer2,tempHole)and(tempBoard[tempHole]=1)Then Begin
If tempBoard[GetOppositeHole(tempHole)]>0 Then score:=score+20;
End;
{ Pr‚f‚rer les trous avec moins de graines pour plus de contr“le }
score:=score+(6 - Game.board[i]);
If score>bestScore Then Begin
bestScore:=score;
bestHole:=i;
End;
End;
End;
{ Faire le mouvement }
If bestHole>=0 Then MakeMove(pPlayer2,bestHole);
End;
Procedure DrawHole(x,y,seeds:Integer;selected:Boolean);
Var
i,j,seedX,seedY:Integer;
rows,cols,seedIndex:Integer;
Begin
{ Dessiner le trou }
SetColor(8);
SetFillStyle(1, 8);
Bar(x-HOLE_SIZE div 2,y-HOLE_SIZE div 2,x+HOLE_SIZE div 2,y+HOLE_SIZE div 2);
{ Contour du trou }
If selected Then SetColor(15)
Else SetColor(0);
SetLineStyle(0,0,2);
Rectangle(x-HOLE_SIZE div 2,y-HOLE_SIZE div 2,x+HOLE_SIZE div 2,y+HOLE_SIZE div 2);
SetLineStyle(0,0,1);
{ Dessiner les graines }
If seeds>0 Then Begin
SetColor(14);
SetFillStyle(1,14);
{ Organiser les graines en grille }
If seeds<=9 Then Begin
rows:=3;
cols:=3;
End
Else
If seeds<=16 Then Begin
rows:=4;
cols:=4;
End
Else
If seeds<=25 Then Begin
rows:=5;
cols:=5;
End
Else
Begin
rows := 6;
cols := 6;
End;
seedIndex:=0;
For i:=0 to rows-1 do For j:=0 to cols-1 do If seedIndex<seeds Then Begin
seedX:=x-(HOLE_SIZE div 2)+8+j * ((HOLE_SIZE - 16) div (cols - 1));
seedY:=y-(HOLE_SIZE div 2)+8+i * ((HOLE_SIZE - 16) div (rows - 1));
Circle(seedX, seedY, SEED_RADIUS);
FloodFill(seedX, seedY, 14);
Inc(seedIndex);
End;
End;
{ Afficher le nombre de graines si trop nombreuses }
If seeds>MAX_SEEDS_PER_HOLE Then Begin
SetColor(15);
SetTextStyle(0,0,2);
OutTextXY(x-10,y-5,IntToStr(seeds));
End;
End;
Procedure DrawKalaha(x,y,seeds:Integer;player:TPlayer);
Var
i,j,seedX,seedY:Integer;
rows,cols,seedIndex:Integer;
Begin
{ Dessiner le kalaha }
SetColor(GetPlayerColor(player));
SetFillStyle(1, GetPlayerColor(player));
Bar(x-KALAHA_WIDTH div 2,y-KALAHA_HEIGHT div 2,x+KALAHA_WIDTH div 2,y+KALAHA_HEIGHT div 2);
{ Contour du kalaha }
SetColor(0);
SetLineStyle(0,0,2);
Rectangle(x-KALAHA_WIDTH div 2,y-KALAHA_HEIGHT div 2,x+KALAHA_WIDTH div 2,y+KALAHA_HEIGHT div 2);
SetLineStyle(0, 0, 1);
{ Dessiner les graines }
If seeds>0 Then Begin
SetColor(14);
SetFillStyle(1, 14);
{ Organiser les graines en grille }
If seeds<=20 Then Begin
rows:=4;
cols:=5;
End
Else
If seeds<=35 Then Begin
rows:=5;
cols:=7;
End
Else
Begin
rows := 6;
cols := 8;
End;
seedIndex:=0;
For i:=0 to rows-1 do For j:=0 to cols-1 do If seedIndex<seeds Then Begin
seedX:=x - (KALAHA_WIDTH div 2) + 8 + j * ((KALAHA_WIDTH - 16) div (cols - 1));
seedY:=y - (KALAHA_HEIGHT div 2) + 8 + i * ((KALAHA_HEIGHT - 16) div (rows - 1));
Circle(seedX, seedY, SEED_RADIUS);
FloodFill(seedX, seedY, 14);
Inc(seedIndex);
End;
End;
{ Afficher le nombre de graines }
SetColor(15);
SetTextStyle(0, 0, 2);
OutTextXY(x - 10, y + KALAHA_HEIGHT div 2 + 10, IntToStr(seeds));
End;
Procedure DrawBoard;
Var
i,holeX,holeY:Integer;
selected:Boolean;
Begin
{ Fond du plateau }
SetColor(6);
SetFillStyle(1,6);
Bar(BOARD_X, BOARD_Y, BOARD_X + BOARD_WIDTH, BOARD_Y + BOARD_HEIGHT);
{ Contour du plateau }
SetColor(0);
SetLineStyle(0, 0, 3);
Rectangle(BOARD_X, BOARD_Y, BOARD_X + BOARD_WIDTH, BOARD_Y + BOARD_HEIGHT);
SetLineStyle(0, 0, 1);
{ Dessiner les trous du joueur 2 (rang‚e du haut) }
For i:=0 to 5 do Begin
holeX:=BOARD_X + KALAHA_WIDTH + 20 + i * 60;
holeY:=BOARD_Y + 50;
selected := (Game.currentPlayer = pPlayer2) and (Game.selectedHole = i) and (Game.gameState = gsPlaying);
DrawHole(holeX, holeY, Game.board[12 - i], selected);
End;
{ Dessiner les trous du joueur 1 (rang‚e du bas) }
For i:=0 to 5 do Begin
holeX:=BOARD_X + KALAHA_WIDTH + 20 + i*60;
holeY:=BOARD_Y + 150;
selected := (Game.currentPlayer = pPlayer1) and (Game.selectedHole = i) and (Game.gameState = gsPlaying);
DrawHole(holeX, holeY, Game.board[i], selected);
End;
{ Dessiner le kalaha du joueur 1 (droite) }
DrawKalaha(BOARD_X + BOARD_WIDTH - KALAHA_WIDTH div 2, BOARD_Y + BOARD_HEIGHT div 2, Game.board[6], pPlayer1);
{ Dessiner le kalaha du joueur 2 (gauche) }
DrawKalaha(BOARD_X + KALAHA_WIDTH div 2, BOARD_Y + BOARD_HEIGHT div 2, Game.board[13], pPlayer2);
End;
Procedure DrawGameInfo;Begin
SetColor(15);
SetTextStyle(0,0,2);
OutTextXY(50,20,'MANCALA');
SetTextStyle(0,0,1);
SetColor(15);
OutTextXY(50,50,'Joueur actuel:');
SetColor(GetPlayerColor(Game.currentPlayer));
OutTextXY(50, 70, GetPlayerName(Game.currentPlayer));
SetColor(15);
OutTextXY(50, 100, 'Pointage:');
SetColor(GetPlayerColor(pPlayer1));
OutTextXY(50, 120, 'Vous: ' + IntToStr(Game.board[6]));
SetColor(GetPlayerColor(pPlayer2));
OutTextXY(150, 120, 'Ordinateur: ' + IntToStr(Game.board[13]));
SetColor(15);
OutTextXY(50, 370, 'Commandes:');
OutTextXY(50, 390, 'Fleches: Selectionner trou');
OutTextXY(50, 410, 'ENTREE: Jouer le trou');
OutTextXY(50, 430, 'N: Nouvelle partie');
OutTextXY(50, 450, 'ESC: Quitter');
If Game.lastAction<>''Then Begin
SetColor(14);
OutTextXY(300, 370, Game.lastAction);
End;
End;
Procedure DrawGameStatus;Begin
SetColor(14);
SetTextStyle(0, 0, 2);
Case Game.gameState of
gsGameOver: Begin
If Game.winnerSet Then Begin
If Game.board[6] > Game.board[13] Then
OutTextXY(200, 380, 'GAGNANT: Vous!')
Else If Game.board[13] > Game.board[6] Then
OutTextXY(200, 380, 'GAGNANT: Ordinateur!')
Else
OutTextXY(200, 380, 'EGALITE!');
End;
End;
End;
End;
Procedure HandleInput;
Var
key: Char;
hole: Integer;
Begin
If KeyPressed Then Begin
key:=ReadKey;
Case key of
#0:Begin
key:=ReadKey;
Case key of
#75: Begin { Flèche gauche }
If Game.selectedHole>0 Then Begin
Dec(Game.selectedHole);
Game.needRedraw := True;
End;
End;
#77: Begin { FlŠche droite }
If Game.selectedHole<5 Then Begin
Inc(Game.selectedHole);
Game.needRedraw := True;
End;
End;
End;
End;
#13:Begin { Entr‚e - Jouer le trou }
If (Game.currentPlayer = pPlayer1) and (Game.gameState = gsPlaying)Then Begin
hole := Game.selectedHole;
If(hole>=0)and(hole<=5)and(Game.board[hole]>0)Then Begin
If MakeMove(pPlayer1,hole)Then Begin
CheckWinner;
Game.needRedraw := True;
End;
End;
End;
End;
'n', 'N':Begin { Nouvelle partie }
InitializeGame;
End;
#27:Game.gameState := gsQuit; { ESC }
End;
End;
End;
Procedure ProcessComputerTurn;Begin
If(Game.currentPlayer=pPlayer2)and(Game.gameState=gsPlaying)Then Begin
Delay(1000);
CheckValidMoves(pPlayer2);
If Game.hasValidMoves Then Begin
ComputerMove;
CheckWinner;
Game.needRedraw := True;
End
Else
Begin
{ Pas de mouvement possible, fin de partie }
Game.gameState:=gsGameOver;
CheckWinner;
Game.needRedraw:=True;
End;
End;
End;
Procedure Render;Begin
If Game.needRedraw Then Begin
{ Fond }
SetColor(3);
SetFillStyle(1, 3);
Bar(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
DrawBoard;
DrawGameInfo;
DrawGameStatus;
Game.needRedraw:=False;
End;
End;
Procedure ShowTitle;Begin
SetColor(3);
SetFillStyle(1, 3);
Bar(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
SetColor(15);
SetTextStyle(0, 0, 3);
OutTextXY(SCREEN_WIDTH div 2 - 100, 60, 'MANCALA');
SetColor(15);
SetTextStyle(0, 0, 1);
OutTextXY(50, 120, 'Jeu de strategie traditionnel africain');
OutTextXY(50, 150, 'Regles:');
OutTextXY(50, 170, '- Choisissez un trou de votre cote et distribuez les graines');
OutTextXY(50, 190, '- Si votre derniere graine tombe dans votre kalaha, rejouez');
OutTextXY(50, 210, '- Si votre derniere graine tombe dans un trou vide de votre cote,');
OutTextXY(50, 230, ' capturez les graines du trou oppose');
OutTextXY(50, 250, '- Le joueur avec le plus de graines dans son kalaha gagne');
OutTextXY(50, 280, 'Plateau:');
OutTextXY(50, 300, '- Rangee du haut: Ordinateur (Bleu)');
OutTextXY(50, 320, '- Rangee du bas: Vous (Rouge)');
OutTextXY(50, 340, '- Kalaha: Grandes zones de stockage sur les cotes');
OutTextXY(50, 370, 'Commandes:');
OutTextXY(50, 390, 'Fleches: Selectionner un trou');
OutTextXY(50, 410, 'ENTREE: Jouer le trou selectionne');
OutTextXY(50, 440, 'Appuyez sur une touche pour commencer...');
ReadKey;
End;
Procedure InitializeGame;
Var
i:Integer;
Begin
{ Initialiser le plateau - 4 graines par trou }
For i:=0 to 13 do Begin
If(i = 6)or(i = 13)Then Game.board[i]:=0 { Kalaha vides }
Else Game.board[i]:=4; { 4 graines par trou }
End;
Game.currentPlayer := pPlayer1;
Game.gameState := gsPlaying;
Game.selectedHole := 0;
Game.needRedraw := True;
Game.winner := pPlayer1;
Game.winnerSet := False;
Game.lastAction := 'Nouvelle partie commencee';
Game.hasValidMoves := True;
{ Initialiser les mouvements valides }
For i:=0 to 5 do Game.validMoves[i]:=True;
End;
Procedure GameLoop;Begin
While Game.gameState<>gsQuit do Begin
HandleInput;
ProcessComputerTurn;
Render;
Delay(100);
End;
End;
Procedure InitializeGraphics;
Var
Driver,Mode:Integer;
ErrCode:Integer;
Begin
{$IFDEF FPC}
Driver:=VGA;
Mode:=VGAHi;
{$ELSE}
Driver:=Detect;
Mode:=VGAHi;
{$ENDIF}
InitGraph(Driver,Mode,'');
ErrCode:=GraphResult;
If ErrCode<>grOk Then Begin
WriteLn('Erreur graphique : ', GraphErrorMsg(ErrCode));
Halt;
End;
SetLineStyle(0, 0, 1);
Randomize;
End;
BEGIN
InitializeGraphics;
ShowTitle;
InitializeGame;
GameLoop;
CloseGraph;
END.