📄 ntetris.c
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/* * The contents of this file are subject to the Mozilla Public License * Version 1.1 (the "License"); you may not use this file except in * compliance with the License. You may obtain a copy of the License at * http://www.mozilla.org/MPL/ * * Software distributed under the License is distributed on an "AS IS" * basis, WITHOUT WARRANTY OF ANY KIND, either express or implied. See the * License for the specific language governing rights and limitations * under the License. * * The Original Code is NanoTetris. * * The Initial Developer of the Original Code is Alex Holden. * Portions created by Alex Holden are Copyright (C) 2000 * Alex Holden <alex@linuxhacker.org>. All Rights Reserved. * * Contributor(s): * * Alternatively, the contents of this file may be used under the terms * of the GNU General Public license (the "[GNU] License"), in which case the * provisions of [GNU] License are applicable instead of those * above. If you wish to allow use of your version of this file only * under the terms of the [GNU] License and not to allow others to use * your version of this file under the MPL, indicate your decision by * deleting the provisions above and replace them with the notice and * other provisions required by the [GNU] License. If you do not delete * the provisions above, a recipient may use your version of this file * under either the MPL or the [GNU] License. *//* * A Nano-X Tetris clone by Alex Holden. * * The objective is to keep placing new pieces for as long as possible. When a * horizontal line is filled with blocks, it will vanish, and everything above * it will drop down a line. It quickly gets difficult because the speed * increases with the score. Unlike with some Tetris clones, no bonus points * are awarded for matching colours, completing more than one line at a time, * or for using the "drop shape to bottom" function. * * The box in the top left of the game window is the score box. The top score * is the highest score you have achieved since last resetting the high score * counter. The counter is stored when the game exits in the file specified by * the HISCORE_FILE parameter ("/usr/games/nanotetris.hiscore" by default). * Note that no attempt is made to encrypt the file, so anybody with write * access to the file can alter the contents of it using a text editor. * * The box below the score box is the next shape box. This contains a "preview" * of the next shape to appear, so that you can plan ahead as you are building * up the blocks. * * The game functions can be controlled using either the mouse (or a touch pad, * touch screen, trackball, etc.) and the buttons below the next shape box, or * with the following keyboard keys: * * Q = quit game * N = new game * P = pause game * C = continue game * D = rotate shape anticlockwise * F = rotate shape clockwise * J = move shape left * K = move shape right * Space Bar = drop shape to bottom. * * The reason for the unconventional use of D, F, J, and K keys is that they * are all in the "home" position of a QWERTY keyboard, which makes them very * easy to press if you are used to touch typing. * * I'll leave it to you to figure out which mouse operated movement button does * what (it's pretty obvious). */#include <stdio.h>#include <stdlib.h>#include <fcntl.h>#include <unistd.h>#include <time.h>#include <ctype.h>#include <errno.h>#include <sys/time.h>#ifdef __ECOS#define random rand#define srandom srand#endif#define MWINCLUDECOLORS#include <nano-X.h>#include "ntetris.h"void *my_malloc(size_t size){ void *ret; if(!(ret = malloc(size))) { fprintf(stderr, "Out of memory\n"); exit(1); } return ret;}#ifdef HAVE_USLEEPvoid msleep(long ms){ usleep(ms * 1000);}#elsevoid msleep(long ms){ struct timespec req, rem; req.tv_sec = ms / 1000000; req.tv_nsec = (ms % 1000000) * 1000000; while(nanosleep(&req, &rem) == -1) { if(errno == EINTR) { req.tv_sec = rem.tv_sec; req.tv_nsec = rem.tv_nsec; continue; } else { perror("nanosleep() failed"); return; } }}#endif#ifdef USE_HISCORE_FILEvoid read_hiscore(nstate *state){ FILE *f; int i, n; if(!(f = fopen(HISCORE_FILE, "r"))) { if(errno != ENOENT) perror("Couldn't open high score file for reading"); state->hiscore = state->fhiscore = 0; return; } i = fscanf(f, "%d", &n); fclose(f); if(i != 1) { fprintf(stderr, "Couldn't read high score file\n"); n = 0; } state->hiscore = state->fhiscore = n;}void write_hiscore(nstate *state){ FILE *f; if(state->score > state->hiscore) state->hiscore = state->score; if(state->hiscore <= state->fhiscore) return; if(!(f = fopen(HISCORE_FILE, "w"))) { perror("Couldn't open high score file for writing"); return; } if((fprintf(f, "%d", state->hiscore)) == -1) { perror("Couldn't write to high score file"); } fclose(f);}#elsevoid read_hiscore(nstate *state){ state->hiscore = 0;}void write_hiscore(nstate *state) {}#endifint will_collide(nstate *state, int x, int y, int orientation){ int r, c, xx, yy; char ch = 0; draw_shape(state, state->current_shape.x, state->current_shape.y, 1); for(r = 0; ch < 3; r++) { ch = 0; for(c = 0; ch < 2; c++) { ch = shapes[state->current_shape.type] [orientation][r][c]; if(ch == 1) { yy = y + r; xx = x + c; if((yy == WELL_HEIGHT) || (xx == WELL_WIDTH) || (state->blocks[0][yy][xx])) { draw_shape(state, state->current_shape.x, state->current_shape.y, 0); return 1; } } } } draw_shape(state, state->current_shape.x, state->current_shape.y, 0); return 0;}void draw_shape(nstate *state, GR_COORD x, GR_COORD y, int erase){ int r, c, yy, xx; GR_COLOR col; char ch = 0; if(erase) col = 0; else col = state->current_shape.colour; for(r = 0; ch < 3; r++) { ch = 0; for(c = 0; ch < 2; c++) { ch = shapes[state->current_shape.type] [state->current_shape.orientation][r][c]; if(ch == 1) { yy = y + r; xx = x + c; state->blocks[0][yy][xx] = col; } } }}void draw_well(nstate *state, int forcedraw){ int x, y; for(y = WELL_NOTVISIBLE; y < WELL_HEIGHT; y++) { for(x = 0; x < WELL_WIDTH; x++) { if(forcedraw || (state->blocks[0][y][x] != state->blocks[1][y][x])) { state->blocks[1][y][x] = state->blocks[0][y][x]; GrSetGCForeground(state->wellgc, state->blocks[0][y][x]); GrFillRect(state->well_window, state->wellgc, (BLOCK_SIZE * x), (BLOCK_SIZE * (y - WELL_NOTVISIBLE)), BLOCK_SIZE, BLOCK_SIZE); } } } GrFlush();}void draw_score(nstate *state){ char buf[32]; GrFillRect(state->score_window, state->scoregcb, 0, 0, SCORE_WINDOW_WIDTH, SCORE_WINDOW_HEIGHT); sprintf(buf, "%d", state->score); GrText(state->score_window, state->scoregcf, TEXT_X_POSITION, TEXT2_Y_POSITION, buf, strlen(buf), 0); sprintf(buf, "%d", state->hiscore); GrText(state->score_window, state->scoregcf, TEXT_X_POSITION, TEXT_Y_POSITION, buf, strlen(buf), 0);}void draw_next_shape(nstate *state){ int r, c, startx, starty, x, y; char ch = 0; GrFillRect(state->next_shape_window, state->nextshapegcb, 0, 0, NEXT_SHAPE_WINDOW_WIDTH, NEXT_SHAPE_WINDOW_HEIGHT); GrSetGCForeground(state->nextshapegcf, state->next_shape.colour); startx = (BLOCK_SIZE * ((NEXT_SHAPE_WINDOW_SIZE / 2) - (shape_sizes[state->next_shape.type] [state->next_shape.orientation][0] / 2))); starty = (BLOCK_SIZE * ((NEXT_SHAPE_WINDOW_SIZE / 2) - (shape_sizes[state->next_shape.type] [state->next_shape.orientation][1] / 2))); for(r = 0; ch < 3; r++) { ch = 0; for(c = 0; ch < 2; c++) { ch = shapes[state->next_shape.type] [state->next_shape.orientation][r][c]; if(ch == 1) { x = startx + (c * BLOCK_SIZE); y = starty + (r * BLOCK_SIZE); GrFillRect(state->next_shape_window, state->nextshapegcf, x, y, BLOCK_SIZE, BLOCK_SIZE); } } }}void draw_new_game_button(nstate *state){ GrFillRect(state->new_game_button, state->buttongcb, 0, 0, NEW_GAME_BUTTON_WIDTH, NEW_GAME_BUTTON_HEIGHT); GrText(state->new_game_button, state->buttongcf, TEXT_X_POSITION, TEXT_Y_POSITION, "New Game", 8, 0);}void draw_anticlockwise_button(nstate *state){ if(!state->running_buttons_mapped) return; GrFillRect(state->anticlockwise_button, state->buttongcb, 0, 0, ANTICLOCKWISE_BUTTON_WIDTH, ANTICLOCKWISE_BUTTON_HEIGHT); GrText(state->anticlockwise_button, state->buttongcf, TEXT_X_POSITION, TEXT_Y_POSITION, " /", 4, 0);}void draw_clockwise_button(nstate *state){ if(!state->running_buttons_mapped) return; GrFillRect(state->clockwise_button, state->buttongcb, 0, 0, CLOCKWISE_BUTTON_WIDTH, CLOCKWISE_BUTTON_HEIGHT); GrText(state->clockwise_button, state->buttongcf, TEXT_X_POSITION, TEXT_Y_POSITION, " \\", 4, 0);}void draw_left_button(nstate *state){ if(!state->running_buttons_mapped) return; GrFillRect(state->left_button, state->buttongcb, 0, 0, LEFT_BUTTON_WIDTH, LEFT_BUTTON_HEIGHT); GrText(state->left_button, state->buttongcf, TEXT_X_POSITION, TEXT_Y_POSITION, " <", 3, 0);}void draw_right_button(nstate *state){ if(!state->running_buttons_mapped) return; GrFillRect(state->right_button, state->buttongcb, 0, 0, RIGHT_BUTTON_WIDTH, RIGHT_BUTTON_HEIGHT); GrText(state->right_button, state->buttongcf, TEXT_X_POSITION, TEXT_Y_POSITION, " >", 4, 0);}void draw_drop_button(nstate *state){ if(!state->running_buttons_mapped) return; GrFillRect(state->drop_button, state->buttongcb, 0, 0, DROP_BUTTON_WIDTH, DROP_BUTTON_HEIGHT); GrText(state->drop_button, state->buttongcf, TEXT_X_POSITION, TEXT_Y_POSITION, " Drop", 8, 0);}void draw_pause_continue_button(nstate *state){ if((state->running_buttons_mapped) && (state->state == STATE_STOPPED)) { GrUnmapWindow(state->pause_continue_button); GrUnmapWindow(state->anticlockwise_button); GrUnmapWindow(state->clockwise_button); GrUnmapWindow(state->left_button); GrUnmapWindow(state->right_button); GrUnmapWindow(state->drop_button); state->running_buttons_mapped = 0; return; } if((!state->running_buttons_mapped) && (state->state == STATE_RUNNING)){ GrMapWindow(state->pause_continue_button); GrMapWindow(state->anticlockwise_button); GrMapWindow(state->clockwise_button); GrMapWindow(state->left_button); GrMapWindow(state->right_button); GrMapWindow(state->drop_button); state->running_buttons_mapped = 1; return; } if(!state->running_buttons_mapped) return; GrFillRect(state->pause_continue_button, state->buttongcb, 0, 0, PAUSE_CONTINUE_BUTTON_WIDTH, PAUSE_CONTINUE_BUTTON_HEIGHT); if(state->state == STATE_PAUSED) { GrText(state->pause_continue_button, state->buttongcf, TEXT_X_POSITION, TEXT_Y_POSITION, " Continue", 9, 0); } else { GrText(state->pause_continue_button, state->buttongcf, TEXT_X_POSITION, TEXT_Y_POSITION, " Pause", 8, 0); }}int block_is_all_in_well(nstate *state){ if(state->current_shape.y >= WELL_NOTVISIBLE) return 1; return 0;}void delete_line(nstate *state, int line){ int x, y; if(line < WELL_NOTVISIBLE) return; for(y = line - 1; y; y--) for(x = WELL_WIDTH; x; x--) state->blocks[0][y + 1][x] = state->blocks[0][y][x]; draw_well(state, 0);}void block_reached_bottom(nstate *state){ int x, y; if(!block_is_all_in_well(state)) { state->state = STATE_STOPPED; return; } for(y = WELL_HEIGHT - 1; y; y--) { for(x = 0; x < WELL_WIDTH; x++) if(!state->blocks[0][y][x]) goto nr; msleep(DELETE_LINE_DELAY); delete_line(state, y); state->score += SCORE_INCREMENT; if((LEVELS > (state->level + 1)) && (((state->level + 1) * LEVEL_DIVISOR) <= state->score)) state->level++; draw_score(state); y++; nr: } choose_new_shape(state); draw_next_shape(state);}void move_block(nstate *state, int direction){ if(direction == 0) { if(!state->current_shape.x) return; else { if(!will_collide(state, (state->current_shape.x - 1), state->current_shape.y, state->current_shape.orientation)) { draw_shape(state, state->current_shape.x, state->current_shape.y, 1); state->current_shape.x--; draw_shape(state, state->current_shape.x, state->current_shape.y, 0); draw_well(state, 0); } } } else { if(!will_collide(state, (state->current_shape.x + 1), state->current_shape.y, state->current_shape.orientation)) { draw_shape(state, state->current_shape.x, state->current_shape.y, 1); state->current_shape.x++; draw_shape(state, state->current_shape.x, state->current_shape.y, 0); draw_well(state, 0); } }}void rotate_block(nstate *state, int direction){ int neworientation = 0; if(direction == 0) { if(!state->current_shape.orientation) neworientation = MAXORIENTATIONS - 1; else neworientation = state->current_shape.orientation - 1; } else { neworientation = state->current_shape.orientation + 1; if(neworientation == MAXORIENTATIONS) neworientation = 0; } if(!will_collide(state, state->current_shape.x, state->current_shape.y, neworientation)) { draw_shape(state, state->current_shape.x, state->current_shape.y, 1); state->current_shape.orientation = neworientation; draw_shape(state, state->current_shape.x, state->current_shape.y, 0); draw_well(state, 0); }
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