📄 ntetris.h
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#ifndef NTETRIS_H
#define NTETRIS_H
/*
* 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.
*/
/*
* Anything which is configurable should be in this file.
* Unfortunately I haven't really bothered to comment anything except for the
* array of shape descriptions (you can add your own new shapes quite easily).
*/
#ifndef __ECOS
#define USE_HISCORE_FILE
#define HISCORE_FILE "/usr/games/nanotetris.hiscore"
#endif
#undef HAVE_USLEEP
#define BLOCK_SIZE 10
#define BORDER_WIDTH 10
#define CONTROL_BAR_WIDTH 90
#define BUTTON_HEIGHT 20
#define BUTTON_WIDTH (CONTROL_BAR_WIDTH - BORDER_WIDTH)
#define BUTTON_BACKGROUND_COLOUR LTGRAY
#define BUTTON_FOREGROUND_COLOUR BLACK
#define MOVEMENT_BUTTON_WIDTH ((BUTTON_WIDTH / 2) - 1)
#define TEXT_X_POSITION 5
#define TEXT_Y_POSITION 15
#define TEXT2_Y_POSITION 30
#define WELL_WIDTH 12
#define WELL_HEIGHT 28
#define WELL_VISIBLE_HEIGHT 24
#define WELL_NOTVISIBLE (WELL_HEIGHT - WELL_VISIBLE_HEIGHT)
#define LEVEL_DIVISOR 500
#ifdef __ECOS
#define DROP_BLOCK_DELAY 10
#else
#define DROP_BLOCK_DELAY 25
#endif
#define DELETE_LINE_DELAY 300
#define SCORE_INCREMENT 100
#define MAIN_WINDOW_X_POSITION 0
#define MAIN_WINDOW_Y_POSITION 0
#define MAIN_WINDOW_WIDTH (CONTROL_BAR_WIDTH + (2 * BORDER_WIDTH) + \
(WELL_WIDTH * BLOCK_SIZE))
#define MAIN_WINDOW_HEIGHT ((2 * BORDER_WIDTH) + \
(WELL_VISIBLE_HEIGHT * BLOCK_SIZE))
#define MAIN_WINDOW_BACKGROUND_COLOUR BLUE
#define SCORE_WINDOW_WIDTH BUTTON_WIDTH
#define SCORE_WINDOW_HEIGHT 35
#define SCORE_WINDOW_X_POSITION BORDER_WIDTH
#define SCORE_WINDOW_Y_POSITION BORDER_WIDTH
#define SCORE_WINDOW_BACKGROUND_COLOUR BLACK
#define SCORE_WINDOW_FOREGROUND_COLOUR LTGREEN
#define NEXT_SHAPE_WINDOW_SIZE 6
#define NEXT_SHAPE_WINDOW_WIDTH (NEXT_SHAPE_WINDOW_SIZE * BLOCK_SIZE)
#define NEXT_SHAPE_WINDOW_HEIGHT (NEXT_SHAPE_WINDOW_SIZE * BLOCK_SIZE)
#define NEXT_SHAPE_WINDOW_X_POSITION (BORDER_WIDTH + 10)
#define NEXT_SHAPE_WINDOW_Y_POSITION ((2 * BORDER_WIDTH) + SCORE_WINDOW_HEIGHT)
#define NEXT_SHAPE_WINDOW_BACKGROUND_COLOUR BLACK
#define NEW_GAME_BUTTON_WIDTH BUTTON_WIDTH
#define NEW_GAME_BUTTON_HEIGHT BUTTON_HEIGHT
#define NEW_GAME_BUTTON_X_POSITION BORDER_WIDTH
#define NEW_GAME_BUTTON_Y_POSITION ((3 * BORDER_WIDTH) + SCORE_WINDOW_HEIGHT \
+ NEXT_SHAPE_WINDOW_HEIGHT)
#define PAUSE_CONTINUE_BUTTON_WIDTH BUTTON_WIDTH
#define PAUSE_CONTINUE_BUTTON_HEIGHT BUTTON_HEIGHT
#define PAUSE_CONTINUE_BUTTON_X_POSITION BORDER_WIDTH
#define PAUSE_CONTINUE_BUTTON_Y_POSITION ((4 * BORDER_WIDTH) + \
SCORE_WINDOW_HEIGHT + NEXT_SHAPE_WINDOW_HEIGHT + \
NEW_GAME_BUTTON_HEIGHT)
#define ANTICLOCKWISE_BUTTON_WIDTH MOVEMENT_BUTTON_WIDTH
#define ANTICLOCKWISE_BUTTON_HEIGHT BUTTON_HEIGHT
#define ANTICLOCKWISE_BUTTON_X_POSITION BORDER_WIDTH
#define ANTICLOCKWISE_BUTTON_Y_POSITION ((5 * BORDER_WIDTH) + \
SCORE_WINDOW_HEIGHT + NEXT_SHAPE_WINDOW_HEIGHT + \
NEW_GAME_BUTTON_HEIGHT + PAUSE_CONTINUE_BUTTON_HEIGHT)
#define CLOCKWISE_BUTTON_WIDTH MOVEMENT_BUTTON_WIDTH
#define CLOCKWISE_BUTTON_HEIGHT BUTTON_HEIGHT
#define CLOCKWISE_BUTTON_X_POSITION (ANTICLOCKWISE_BUTTON_X_POSITION + \
ANTICLOCKWISE_BUTTON_WIDTH + 2)
#define CLOCKWISE_BUTTON_Y_POSITION ANTICLOCKWISE_BUTTON_Y_POSITION
#define LEFT_BUTTON_WIDTH MOVEMENT_BUTTON_WIDTH
#define LEFT_BUTTON_HEIGHT BUTTON_HEIGHT
#define LEFT_BUTTON_X_POSITION BORDER_WIDTH
#define LEFT_BUTTON_Y_POSITION (ANTICLOCKWISE_BUTTON_Y_POSITION + \
ANTICLOCKWISE_BUTTON_HEIGHT + 2)
#define RIGHT_BUTTON_WIDTH MOVEMENT_BUTTON_WIDTH
#define RIGHT_BUTTON_HEIGHT BUTTON_HEIGHT
#define RIGHT_BUTTON_X_POSITION (LEFT_BUTTON_X_POSITION + LEFT_BUTTON_WIDTH + 2)
#define RIGHT_BUTTON_Y_POSITION LEFT_BUTTON_Y_POSITION
#define DROP_BUTTON_WIDTH BUTTON_WIDTH
#define DROP_BUTTON_HEIGHT BUTTON_HEIGHT
#define DROP_BUTTON_X_POSITION BORDER_WIDTH
#define DROP_BUTTON_Y_POSITION (LEFT_BUTTON_Y_POSITION + LEFT_BUTTON_HEIGHT + 2)
#define WELL_WINDOW_WIDTH (BLOCK_SIZE * WELL_WIDTH)
#define WELL_WINDOW_HEIGHT (BLOCK_SIZE * WELL_VISIBLE_HEIGHT)
#define WELL_WINDOW_X_POSITION (CONTROL_BAR_WIDTH + BORDER_WIDTH)
#define WELL_WINDOW_Y_POSITION BORDER_WIDTH
#define WELL_WINDOW_BACKGROUND_COLOUR BLACK
enum {
STATE_STOPPED,
STATE_RUNNING,
STATE_PAUSED,
STATE_NEWGAME,
STATE_EXIT,
STATE_UNKNOWN
};
typedef GR_COLOR block;
struct ntetris_shape {
int type;
int orientation;
GR_COLOR colour;
int x;
int y;
};
typedef struct ntetris_shape shape;
struct ntetris_state {
block blocks[2][WELL_HEIGHT][WELL_WIDTH];
int score;
int hiscore;
int fhiscore;
int level;
int state;
int running_buttons_mapped;
shape current_shape;
shape next_shape;
GR_WINDOW_ID main_window;
GR_WINDOW_ID score_window;
GR_WINDOW_ID next_shape_window;
GR_WINDOW_ID new_game_button;
GR_WINDOW_ID pause_continue_button;
GR_WINDOW_ID anticlockwise_button;
GR_WINDOW_ID clockwise_button;
GR_WINDOW_ID left_button;
GR_WINDOW_ID right_button;
GR_WINDOW_ID drop_button;
GR_WINDOW_ID well_window;
GR_GC_ID scoregcf;
GR_GC_ID scoregcb;
GR_GC_ID nextshapegcf;
GR_GC_ID nextshapegcb;
GR_GC_ID buttongcf;
GR_GC_ID buttongcb;
GR_GC_ID wellgc;
GR_EVENT event;
struct timeval timeout;
};
typedef struct ntetris_state nstate;
static void *my_malloc(size_t size);
static void msleep(long ms);
static void read_hiscore(nstate *state);
static void write_hiscore(nstate *state);
static int will_collide(nstate *state, int x, int y, int orientation);
static void draw_shape(nstate *state, GR_COORD x, GR_COORD y, int erase);
static void draw_well(nstate *state, int forcedraw);
static void draw_score(nstate *state);
static void draw_next_shape(nstate *state);
static void draw_new_game_button(nstate *state);
static void draw_anticlockwise_button(nstate *state);
static void draw_clockwise_button(nstate *state);
static void draw_left_button(nstate *state);
static void draw_right_button(nstate *state);
static void draw_drop_button(nstate *state);
static void draw_pause_continue_button(nstate *state);
static int block_is_all_in_well(nstate *state);
static void delete_line(nstate *state, int line);
static void block_reached_bottom(nstate *state);
static void move_block(nstate *state, int direction);
static void rotate_block(nstate *state, int direction);
static void drop_block(nstate *state);
static void handle_exposure_event(nstate *state);
static void handle_mouse_event(nstate *state);
static void handle_keyboard_event(nstate *state);
static void handle_event(nstate *state);
static void clear_well(nstate *state);
static int random8(int limit);
static void choose_new_shape(nstate *state);
static void new_game(nstate *state);
static void init_game(nstate *state);
static void calculate_timeout(nstate *state);
static unsigned long timeout_delay(nstate *state);
static void do_update(nstate *state);
static void do_pause(nstate *state);
static void wait_for_start(nstate *state);
static void run_game(nstate *state);
static void main_game_loop(nstate *state);
#define LEVELS 12
static const int delays[] = {600, 550, 500, 450, 400, 350,
300, 250, 200, 150, 100, 50};
#define MAX_BLOCK_COLOUR 3
static const GR_COLOR block_colours[] = {
LTRED, LTGREEN, LTBLUE, YELLOW
};
/*
* This isn't the most space efficient way of storing the shape patterns, but
* it's quick and easy to parse, and only takes a few hundred bytes of code
* space anyway. 0 means "not filled", 1 means "filled", 2 means "go to next
* line", and 3 means "end of pattern". There are four patterns for each shape;
* one for each orientation. Adding new shapes is quite easy- just increase
* MAXSHAPES by the number of shapes you add, then add the four pattern
* descriptions (each one should be the previous one rotated clockwise) for
* each shape. If you need to use more than MAXROWS rows (including the "end
* of line" marker), increase MAXROWS. Ditto for MAXCOLS. Increasing
* MAXORIENTATIONS (to get more than four orientations) may work, but it's
* untested, and remember that if you increase it you'll have to add the new
* orientations for all of the original shapes as well as your new ones. Also
* remember to add the new shapes the the array of shape sizes below.
*/
#define MAXSHAPES 7
#define MAXORIENTATIONS 4
#define MAXCOLS 5
#define MAXROWS 4
static const char shapes[MAXSHAPES][MAXORIENTATIONS][MAXROWS][MAXCOLS] = {
{ /* **** */
{
{1,1,1,1,3}
},
{
{1,2},
{1,2},
{1,2},
{1,3}
},
{
{1,1,1,1,3}
},
{
{1,2},
{1,2},
{1,2},
{1,3}
}
},
{ /* *
*** */
{
{0,0,1,2},
{1,1,1,3}
},
{
{1,2},
{1,2},
{1,1,3}
},
{
{1,1,1,2},
{1,3}
},
{
{1,1,2},
{0,1,2},
{0,1,3}
}
},
{ /* *
*** */
{
{1,2},
{1,1,1,3}
},
{
{1,1,2},
{1,2},
{1,3}
},
{
{1,1,1,2},
{0,0,1,3}
},
{
{0,1,2},
{0,1,2},
{1,1,3}
}
},
{ /* **
** */
{
{1,1,2},
{0,1,1,3}
},
{
{0,1,2},
{1,1,2},
{1,3}
},
{
{1,1,2},
{0,1,1,3}
},
{
{0,1,2},
{1,1,2},
{1,3}
}
},
{ /* **
** */
{
{0,1,1,2},
{1,1,3}
},
{
{1,2},
{1,1,2},
{0,1,3}
},
{
{0,1,1,2},
{1,1,3}
},
{
{1,2},
{1,1,2},
{0,1,3}
}
},
{ /* **
** */
{
{1,1,2},
{1,1,3}
},
{
{1,1,2},
{1,1,3}
},
{
{1,1,2},
{1,1,3}
},
{
{1,1,2},
{1,1,3}
}
},
{ /* *
*** */
{
{0,1,2},
{1,1,1,3}
},
{
{1,2},
{1,1,2},
{1,3}
},
{
{1,1,1,2},
{0,1,3}
},
{
{0,1,2},
{1,1,2},
{0,1,3}
}
}
};
static const unsigned char shape_sizes[MAXSHAPES][MAXORIENTATIONS][2] = {
{{4,1},{1,4},{4,1},{1,4}},
{{3,2},{2,3},{3,2},{2,3}},
{{3,2},{2,3},{3,2},{2,3}},
{{3,2},{2,3},{3,2},{2,3}},
{{3,2},{2,3},{3,2},{2,3}},
{{2,2},{2,2},{2,2},{2,2}},
{{3,2},{2,3},{3,2},{2,3}}
};
#endif
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