Mouse program in Turbo CPP

I do not see the architecture of your program as the important stuff is missing. I would expect you got a list of objects per page with their positions,size,labels,color etc. in form of some arrays of struct and loop through that for booth rendering and mouse handling. Something like this

just ignore the VCL stuff TCanvas,Graphics::TBitmap so ignore lines starting with bmp-> or scr-> (or port them into your graphics).

not sure if it helps but I just dig my ancient mine sweep game with partial solver using mouse in Turbo C++. It looks like this:

minesweep

Here Turbo C++ source for it:

//===========================================================================
//=== Includes: =============================================================
//===========================================================================
#include <stdlib.h>
//===========================================================================
//=== Types: ================================================================
//===========================================================================
typedef unsigned char byte;
typedef unsigned int  word;
typedef unsigned long dword;
//===========================================================================
//=== Headers: ==============================================================
//===========================================================================
void initscr();         // 320*200*256, BW palette
void clrscr();          // clear  scr
void rfsscr();          // vga << scr
void box(word x,word y,word a); // draw box a <0..cfree> at x,y
void boardint();        // init mines, clear board map
void boardprn();        // draw board map
void mouseint();        // init mouse
void mousetst();        // test mouse (x,y,buttons)
void numprn(word x,word y,word n);  // write number n <0..9999> at x,y

void boardtst0(int x,int y,int &n); // sub test count number of mines around
void boardtst(int x,int y);     // test number of mines around if error then boardend;
void boardend();            // game over (lose)
void boardwin();            // game over (win)
int  boardopt0(int x,int y);
void boardopt1(int x,int y,int &c);
int  boardopt2(int x,int y);
void boardopt3(int x,int y,int &c);
void boardopt();            // optimized search
//===========================================================================
//=== Global data: ==========================================================
//===========================================================================
const   c0=25; // used colors
const   c1=30;
const   c2=20;
const   c3=40;
const   c4=34;
const   c5=35;
const   c6=5;
const   cfree=13;

const   boardx=30; // board size
const   boardy=16;
const   minesn=99; // number of mines

const   boardx0=(320-(10*boardx))/2;
const   boardy0=(190-(10*boardy))/2+10;



byte        board[32][20];
byte        mines[32][20];
word far    *pit;

long        xtime0,xtime;
int     flags;


word        scrseg,scrofs;
word        mousex=0,mousey=0,
        mousel=0,mouser=0,
        mousel0=0,mouser0=0,
        mousebx=255,mouseby=255;
byte far    scr[64000],*vga; // 320x200x8bpp backbuffer and VGA screen

byte far    mouset[10][10]= // mouse cursor
        {
        1,1,0,0,0,0,0,0,0,0,
        1,1,1,1,0,0,0,0,0,0,
        1,1,1,1,1,1,0,0,0,0,
        1,1,1,1,0,0,0,0,0,0,
        1,1,1,1,0,0,0,0,0,0,
        1,0,0,1,1,0,0,0,0,0,
        1,0,0,0,1,0,0,0,0,0,
        0,0,0,0,0,0,0,0,0,0,
        0,0,0,0,0,0,0,0,0,0,
        0,0,0,0,0,0,0,0,0,0
        };

byte far    txr[14*100]= // board tiles
        {
        c2,c1,c1,c1,c1,c1,c1,c1,c1,c1,
        c1,c0,c0,c0,c0,c0,c0,c0,c0,c2,
        c1,c0,c0,c0,c5,c5,c0,c0,c0,c2,
        c1,c0,c0,c5,c0,c0,c5,c0,c0,c2,
        c1,c0,c0,c5,c0,c0,c5,c0,c0,c2,
        c1,c0,c0,c5,c0,c0,c5,c0,c0,c2,
        c1,c0,c0,c5,c0,c0,c5,c0,c0,c2,
        c1,c0,c0,c0,c5,c5,c0,c0,c0,c2,
        c1,c0,c0,c0,c0,c0,c0,c0,c0,c2,
        c1,c2,c2,c2,c2,c2,c2,c2,c2,c2,

        c2,c1,c1,c1,c1,c1,c1,c1,c1,c1,
        c1,c0,c0,c0,c0,c0,c0,c0,c0,c2,
        c1,c0,c0,c0,c0,c3,c0,c0,c0,c2,
        c1,c0,c0,c0,c3,c3,c0,c0,c0,c2,
        c1,c0,c0,c0,c0,c3,c0,c0,c0,c2,
        c1,c0,c0,c0,c0,c3,c0,c0,c0,c2,
        c1,c0,c0,c0,c0,c3,c0,c0,c0,c2,
        c1,c0,c0,c0,c3,c3,c3,c0,c0,c2,
        c1,c0,c0,c0,c0,c0,c0,c0,c0,c2,
        c1,c2,c2,c2,c2,c2,c2,c2,c2,c2,

        c2,c1,c1,c1,c1,c1,c1,c1,c1,c1,
        c1,c0,c0,c0,c0,c0,c0,c0,c0,c2,
        c1,c0,c0,c0,c3,c3,c0,c0,c0,c2,
        c1,c0,c0,c3,c0,c0,c3,c0,c0,c2,
        c1,c0,c0,c0,c0,c0,c3,c0,c0,c2,
        c1,c0,c0,c0,c3,c3,c0,c0,c0,c2,
        c1,c0,c0,c3,c0,c0,c0,c0,c0,c2,
        c1,c0,c0,c3,c3,c3,c3,c0,c0,c2,
        c1,c0,c0,c0,c0,c0,c0,c0,c0,c2,
        c1,c2,c2,c2,c2,c2,c2,c2,c2,c2,

        c2,c1,c1,c1,c1,c1,c1,c1,c1,c1,
        c1,c0,c0,c0,c0,c0,c0,c0,c0,c2,
        c1,c0,c0,c0,c3,c3,c0,c0,c0,c2,
        c1,c0,c0,c4,c0,c0,c3,c0,c0,c2,
        c1,c0,c0,c0,c0,c3,c0,c0,c0,c2,
        c1,c0,c0,c0,c0,c0,c3,c0,c0,c2,
        c1,c0,c0,c4,c0,c0,c3,c0,c0,c2,
        c1,c0,c0,c0,c3,c3,c0,c0,c0,c2,
        c1,c0,c0,c0,c0,c0,c0,c0,c0,c2,
        c1,c2,c2,c2,c2,c2,c2,c2,c2,c2,

        c2,c1,c1,c1,c1,c1,c1,c1,c1,c1,
        c1,c0,c0,c0,c0,c0,c0,c0,c0,c2,
        c1,c0,c0,c0,c3,c0,c0,c0,c0,c2,
        c1,c0,c0,c0,c3,c0,c0,c0,c0,c2,
        c1,c0,c0,c3,c0,c0,c0,c0,c0,c2,
        c1,c0,c0,c3,c0,c3,c0,c0,c0,c2,
        c1,c0,c0,c3,c3,c3,c3,c0,c0,c2,
        c1,c0,c0,c0,c0,c3,c0,c0,c0,c2,
        c1,c0,c0,c0,c0,c0,c0,c0,c0,c2,
        c1,c2,c2,c2,c2,c2,c2,c2,c2,c2,

        c2,c1,c1,c1,c1,c1,c1,c1,c1,c1,
        c1,c0,c0,c0,c0,c0,c0,c0,c0,c2,
        c1,c0,c0,c3,c3,c3,c3,c0,c0,c2,
        c1,c0,c0,c3,c0,c0,c0,c0,c0,c2,
        c1,c0,c0,c3,c3,c3,c0,c0,c0,c2,
        c1,c0,c0,c0,c0,c0,c3,c0,c0,c2,
        c1,c0,c0,c3,c0,c0,c3,c0,c0,c2,
        c1,c0,c0,c0,c3,c3,c0,c0,c0,c2,
        c1,c0,c0,c0,c0,c0,c0,c0,c0,c2,
        c1,c2,c2,c2,c2,c2,c2,c2,c2,c2,

        c2,c1,c1,c1,c1,c1,c1,c1,c1,c1,
        c1,c0,c0,c0,c0,c0,c0,c0,c0,c2,
        c1,c0,c0,c0,c3,c3,c4,c0,c0,c2,
        c1,c0,c0,c3,c0,c0,c0,c0,c0,c2,
        c1,c0,c0,c3,c3,c3,c0,c0,c0,c2,
        c1,c0,c0,c3,c0,c0,c3,c0,c0,c2,
        c1,c0,c0,c3,c0,c0,c3,c0,c0,c2,
        c1,c0,c0,c0,c3,c3,c0,c0,c0,c2,
        c1,c0,c0,c0,c0,c0,c0,c0,c0,c2,
        c1,c2,c2,c2,c2,c2,c2,c2,c2,c2,

        c2,c1,c1,c1,c1,c1,c1,c1,c1,c1,
        c1,c0,c0,c0,c0,c0,c0,c0,c0,c2,
        c1,c0,c0,c3,c3,c3,c3,c0,c0,c2,
        c1,c0,c0,c0,c0,c0,c3,c0,c0,c2,
        c1,c0,c0,c0,c0,c3,c0,c0,c0,c2,
        c1,c0,c0,c0,c0,c3,c0,c0,c0,c2,
        c1,c0,c0,c0,c3,c0,c0,c0,c0,c2,
        c1,c0,c0,c0,c3,c0,c0,c0,c0,c2,
        c1,c0,c0,c0,c0,c0,c0,c0,c0,c2,
        c1,c2,c2,c2,c2,c2,c2,c2,c2,c2,

        c2,c1,c1,c1,c1,c1,c1,c1,c1,c1,
        c1,c0,c0,c0,c0,c0,c0,c0,c0,c2,
        c1,c0,c0,c0,c3,c3,c0,c0,c0,c2,
        c1,c0,c0,c3,c0,c0,c3,c0,c0,c2,
        c1,c0,c0,c0,c3,c3,c0,c0,c0,c2,
        c1,c0,c0,c3,c0,c0,c3,c0,c0,c2,
        c1,c0,c0,c3,c0,c0,c3,c0,c0,c2,
        c1,c0,c0,c0,c3,c3,c0,c0,c0,c2,
        c1,c0,c0,c0,c0,c0,c0,c0,c0,c2,
        c1,c2,c2,c2,c2,c2,c2,c2,c2,c2,

        c2,c1,c1,c1,c1,c1,c1,c1,c1,c1,
        c1,c0,c0,c0,c0,c0,c0,c0,c0,c2,
        c1,c0,c0,c0,c3,c3,c0,c0,c0,c2,
        c1,c0,c0,c3,c0,c0,c3,c0,c0,c2,
        c1,c0,c0,c0,c3,c3,c3,c0,c0,c2,
        c1,c0,c0,c0,c0,c0,c3,c0,c0,c2,
        c1,c0,c0,c4,c0,c0,c3,c0,c0,c2,
        c1,c0,c0,c0,c3,c3,c0,c0,c0,c2,
        c1,c0,c0,c0,c0,c0,c0,c0,c0,c2,
        c1,c2,c2,c2,c2,c2,c2,c2,c2,c2,

        c2,c1,c1,c1,c1,c1,c1,c1,c1,c1,
        c1,c0,c0,c0,c0,c0,c0,c0,c0,c2,
        c1,c0,c0,c6,c6,c0,c0,c0,c0,c2,
        c1,c0,c0,c6,c6,c6,c6,c0,c0,c2,
        c1,c0,c0,c6,c6,c6,c6,c0,c0,c2,
        c1,c0,c0,c6,c0,c6,c6,c0,c0,c2,
        c1,c0,c0,c6,c0,c0,c0,c0,c0,c2,
        c1,c0,c0,c6,c0,c0,c0,c0,c0,c2,
        c1,c0,c0,c0,c0,c0,c0,c0,c0,c2,
        c1,c2,c2,c2,c2,c2,c2,c2,c2,c2,

        c2,c1,c1,c1,c1,c1,c1,c1,c1,c1,
        c1,c0,c0,c0,c0,c0,c0,c0,c0,c2,
        c1,c0,c0,c0,c0,c0,c0,c0,c0,c2,
        c1,c0,c0,c0,c6,c6,c0,c0,c0,c2,
        c1,c0,c0,c6,c6,c6,c6,c0,c0,c2,
        c1,c0,c0,c6,c6,c6,c6,c0,c0,c2,
        c1,c0,c0,c0,c6,c6,c0,c0,c0,c2,
        c1,c0,c0,c0,c0,c0,c0,c0,c0,c2,
        c1,c0,c0,c0,c0,c0,c0,c0,c0,c2,
        c1,c2,c2,c2,c2,c2,c2,c2,c2,c2,

        c2,c1,c1,c1,c1,c1,c1,c1,c1,c1,
        c1,c0,c0,c0,c0,c0,c0,c0,c0,c2,
        c1,c0,c6,c0,c0,c0,c0,c6,c0,c2,
        c1,c0,c0,c6,c0,c0,c6,c0,c0,c2,
        c1,c0,c0,c0,c6,c6,c0,c0,c0,c2,
        c1,c0,c0,c0,c6,c6,c0,c0,c0,c2,
        c1,c0,c0,c6,c0,c0,c6,c0,c0,c2,
        c1,c0,c6,c0,c0,c0,c0,c6,c0,c2,
        c1,c0,c0,c0,c0,c0,c0,c0,c0,c2,
        c1,c2,c2,c2,c2,c2,c2,c2,c2,c2,

        c2,c1,c1,c1,c1,c1,c1,c1,c1,c1,
        c1,c0,c0,c0,c0,c0,c0,c0,c0,c2,
        c1,c0,c0,c0,c0,c0,c0,c0,c0,c2,
        c1,c0,c0,c0,c0,c0,c0,c0,c0,c2,
        c1,c0,c0,c0,c0,c0,c0,c0,c0,c2,
        c1,c0,c0,c0,c0,c0,c0,c0,c0,c2,
        c1,c0,c0,c0,c0,c0,c0,c0,c0,c2,
        c1,c0,c0,c0,c0,c0,c0,c0,c0,c2,
        c1,c0,c0,c0,c0,c0,c0,c0,c0,c2,
        c1,c2,c2,c2,c2,c2,c2,c2,c2,c2
        };
//===========================================================================
//=== Subroutines: ==========================================================
//===========================================================================
void initscr()
    {
    dword   h,l;
    int i;
    vga=(byte far*)0x0A0000000;
    h=(unsigned long)scr; l=h;
    l=l & 65535;
    h=h >> 16;
    scrseg=h;
    scrofs=l;
    asm {
        mov ax,0x0013
        int 0x10
        }
    for (i=0;i<256;i++) // set color palette to grayscale
    asm {
        mov dx,0x03C8
        mov ax,i
        out dx,al
        mov dx,0x03C9
        mov ax,i
        out dx,al
        out dx,al
        out dx,al
        }
    }
//===========================================================================
void clrscr()
    {
    asm {
        pusha
        push    es
        mov di,scrofs
        mov es,scrseg
        mov ax,0x1313
        mov cx,32000
        rep stosw
        pop es
        popa
        }
    }
//===========================================================================
void rfsscr()
    {
    asm {
        pusha
        push    ds
        push    es
        mov di,0
        mov si,scrofs
        mov ds,scrseg
        mov ax,0xA000
        mov es,ax
        mov cx,32000
        rep movsw
        pop es
        pop ds
        popa
        }
    }
//===========================================================================
void box(word x,word y,word a)
    {
    word    b;
    a=a*100;
    b=x+320*y;
    for (y=0;y<10;y++)
        {
        for (x=0;x<10;x++) scr[b+x]=txr[a+x];
        b+=320;
        a+=10;
        }
    }
//===========================================================================
void boardint()
    {
    word i,x,y;
    for (y=0;y<boardy;y++)
    for (x=0;x<boardx;x++)
        {
        board[x][y]=cfree;
        mines[x][y]=0;
        }
    randomize();
    for (i=0;i<minesn;i++)
        {
        x=random(boardx);
        y=random(boardy);
        if (mines[x][y]) i--;
        else mines[x][y]=1;
        }
    }
//===========================================================================
void boardprn()
    {
    word x,y,i,j;
    clrscr();
    x=boardx0;
    y=boardy0;
    for (j=0;j<boardy;j++)
    for (i=0;i<boardx;i++) box(x+10*i,y+10*j,board[i][j]);
    box(310,0,12);      // X .. exit button
    box(150,0,11);      // O .. restart button
    box(160,0,11);
    box(  0,0,10);      // flag
    xtime=pit[0];       // time
    xtime=xtime-xtime0;
    if (xtime<0) xtime=-xtime;
    xtime=xtime*55/1000;
    if (xtime>9999) xtime=9999;
    numprn(260,0,xtime);
    numprn( 20,0,flags);    // flags
    }
//===========================================================================
void    mouseint()
    {
    mousex=0;
    mousey=0;
    mousel=0;
    mouser=0;
    asm {
        pusha
        push    ds
        push    es
        mov ax,0    // reset mouse
        int 0x33
        mov cx,0    // set range
        mov dx,319
        mov ax,7
        int 0x33
        mov cx,0
        mov dx,199
        mov ax,8
        int 0x33
        mov cx,mousex   // set pos.
        mov dx,mousey
        mov ax,4
        int 0x33
        pop es
        pop ds
        popa
        }
    mousetst();
    }
//===========================================================================
void mousetst()
    {
    int b,x,y;
    asm {
        mov ax,3    // in mouse status test
        int 0x33
        mov mousex,cx
        mov mousey,dx
        and bx,3
        mov b,bx
        }
    mousel0=mousel;
    mouser0=mouser;
    mousel=b&1;
    mouser=(b&2)>>1;
    for (y=0;y<10;y++)
    for (x=0;x<10;x++)
        {
        if (mouset[y][x])
        if (x+mousex<320)
        if (y+mousey<200)
        scr[(x+mousex)+320*(y+mousey)]=63;
        }
    mousebx=255;    x=mousex-boardx0;
    mouseby=255;    y=mousey-boardy0;
    if (x>=0) if (x<boardx*10) if (x%10>1) if (x%10<9) mousebx=x/10;
    if (y>=0) if (y<boardy*10) if (y%10>1) if (y%10<9) mouseby=y/10;
    }
//===========================================================================
void numprn(word x,word y,word n)
    {
    int     i,c;
    x+=3*10;
    c=10;
    for (i=0;i<4;i++)
        {
        box(x,y,n%c);
        n=(n-(n%c))/c;
        x-=10;
        }
    }
//===========================================================================
void boardtst0(int x,int y,int &n)
    {
    if (x>=0) if (x<boardx)
    if (y>=0) if (y<boardy)
    if (mines[x][y])
    n++;
    }
//===========================================================================
void boardtst(int x,int y)
    {
    int n=0;
    if (x>=0) if (x<boardx)
    if (y>=0) if (y<boardy)
    if (board[x][y]==cfree)
        {
        boardtst0(x-1,y+0,n);
        boardtst0(x+1,y+0,n);
        boardtst0(x-1,y-1,n);
        boardtst0(x+0,y-1,n);
        boardtst0(x+1,y-1,n);
        boardtst0(x-1,y+1,n);
        boardtst0(x+0,y+1,n);
        boardtst0(x+1,y+1,n);
        board[x][y]=n;
        if (n==0)
            {
            boardtst(x-1,y+0);
            boardtst(x+1,y+0);
            boardtst(x-1,y-1);
            boardtst(x+0,y-1);
            boardtst(x+1,y-1);
            boardtst(x-1,y+1);
            boardtst(x+0,y+1);
            boardtst(x+1,y+1);
            }
        }
    }
//===========================================================================
void boardend()
    {
    int x,y;
    byte    a,b,c;
    for (y=0;y<boardy;y++)
    for (x=0;x<boardx;x++)
        {
        a=mines[x][y];
        b=board[x][y];
        c=b;
        if (a) if (b!=10) c=11;
        if (!a) if (b==10) c=12;
        board[x][y]=c;
        }
    boardprn();
    rfsscr();
    do { mousetst(); } while (mousel==1);
    do { mousetst(); } while (mousel==0);
    boardint();
    xtime0=pit[0];
    flags=minesn;
    }
//===========================================================================
void boardwin()
    {
    int x,y;
    byte    a,b,c;
    c=1;
    for (y=0;y<boardy;y++)
    for (x=0;x<boardx;x++)
        {
        a=mines[x][y];
        b=board[x][y];
        if ( a) if (b!=10)  c=0;
        if (!a) if (b==10)  c=0;
        if (!a) if (b==cfree)   c=0;
        }
    if (c)  {
        boardprn();
        box(150,0,10);      // O .. restart button
        box(160,0,10);
        rfsscr();
        do { mousetst(); } while (mousel==1);
        do { mousetst(); } while (mousel==0);
        boardint();
        xtime0=pit[0];
        flags=minesn;
        }
    }
//===========================================================================
int boardopt0(int x,int y)
    {
    int n=0;
    if (x>=0) if (x<boardx)
    if (y>=0) if (y<boardy)
    if (board[x][y]<9) n=1;
    return n;
    }
//===========================================================================
void boardopt1(int x,int y,int &c)
    {
    if (x>=0) if (x<boardx)
    if (y>=0) if (y<boardy)
    if (board[x][y]==cfree)
    if (flags)
        {
        board[x][y]=10;
        flags--;
        c=1;
        }
    }
//===========================================================================
int boardopt2(int x,int y)
    {
    int n=0;
    if (x>=0) if (x<boardx)
    if (y>=0) if (y<boardy)
    if (board[x][y]==10)    n=1;
    return n;
    }
//===========================================================================
void boardopt3(int x,int y,int &c)
    {
    if (x>=0) if (x<boardx)
    if (y>=0) if (y<boardy)
    if (board[x][y]==cfree)
        {
        boardtst(x,y);
        c=1;
        }
    }
//===========================================================================
void boardopt()
    {
    int x,y,n,c;
    byte    a;

    do  {
        c=0;                    // flag map changed
        for (y=0;y<boardy;y++)
        for (x=0;x<boardx;x++)
            {
            a=board[x][y];
            if (a!=cfree)
                {
                n=8;            // add flags
                if (boardopt0(x-1,y+0)) n--;
                if (boardopt0(x+1,y+0)) n--;
                if (boardopt0(x-1,y-1)) n--;
                if (boardopt0(x+0,y-1)) n--;
                if (boardopt0(x+1,y-1)) n--;
                if (boardopt0(x-1,y+1)) n--;
                if (boardopt0(x+0,y+1)) n--;
                if (boardopt0(x+1,y+1)) n--;
                if (n==a)
                    {
                    boardopt1(x-1,y+0,c);
                    boardopt1(x+1,y+0,c);
                    boardopt1(x-1,y-1,c);
                    boardopt1(x+0,y-1,c);
                    boardopt1(x+1,y-1,c);
                    boardopt1(x-1,y+1,c);
                    boardopt1(x+0,y+1,c);
                    boardopt1(x+1,y+1,c);
                    }
                n=0;            // add space
                if (boardopt2(x-1,y+0)) n++;
                if (boardopt2(x+1,y+0)) n++;
                if (boardopt2(x-1,y-1)) n++;
                if (boardopt2(x+0,y-1)) n++;
                if (boardopt2(x+1,y-1)) n++;
                if (boardopt2(x-1,y+1)) n++;
                if (boardopt2(x+0,y+1)) n++;
                if (boardopt2(x+1,y+1)) n++;
                if (n==a)
                    {
                    boardopt3(x-1,y+0,c);
                    boardopt3(x+1,y+0,c);
                    boardopt3(x-1,y-1,c);
                    boardopt3(x+0,y-1,c);
                    boardopt3(x+1,y-1,c);
                    boardopt3(x-1,y+1,c);
                    boardopt3(x+0,y+1,c);
                    boardopt3(x+1,y+1,c);
                    }
                }
            }
        } while (c);
    }
//===========================================================================
//=== Main: =================================================================
//===========================================================================
void main()
    {
    byte    a,b;

    pit=(word far*)0x0000046C;
    initscr();
    mouseint();
    boardint();

    xtime0=pit[0];
    flags=minesn;
    do  {
        boardprn(); //render screen

        if ((mousel)&&(mousey/10==0))
        if ((mousex/10==15)||(mousex/10==16))
            boardend();

        if ((!mouser0)&&(mouser)&&(mousebx!=255)&&(mouseby!=255))
            {
            a=board[mousebx][mouseby]; b=a;
            if (a==10)
                {
                b=cfree;
                flags++;
                }
            if ((a==cfree)&&(flags!=0))
                {
                b=10;
                flags--;
                }
            board[mousebx][mouseby]=b;
            }

        if ((!mousel0)&&(mousel)&&(mousebx!=255)&&(mouseby!=255))
        if (board[mousebx][mouseby]==cfree)
            {
            a=mines[mousebx][mouseby];
            if (a==0) boardtst(mousebx,mouseby);
            if (a==1) boardend();
            }

        if (mousel+mouser) boardopt();
        if (!flags) boardwin();

        mousetst();
        rfsscr(); // swap buffers to avoid flickering
        }
        while (!((mousel)&&(mousex/10==31)&&(mousey/10==0)));
    asm {
        mov ax,0x0003
        int 0x10
        }
    }
//===========================================================================
//=== End: ==================================================================
//===========================================================================

Sorry it is not much commented. Left mouse button sweeps and right mouse button add flag (expecting bomb). If you need help understanding the VGA gfx part then see:

If you look at the main then you see I got one “infinite” loop redrawing the screen and handling mouse events + game logic. I expect you should have something similar. The difference is that my objects are in grid so the selection is done just by scaling/offsetting mouse position.

In your case you should have list of objects and should loop through them and find the one closest to mouse and not too far … similarly like in the Drag&Drop example link at the top of Answer.

Also here another related QA:

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