/**//* 2002-11-13 *俄罗斯方块 *Made by GGG */#include <stdio.h># include <stdlib.h>#include <dos.h>#include <graphics.h>#define TIMER 0x1c#define VK_LEFT 0x4b00#define VK_RIGHT 0x4d00#define VK_DOWN 0x5000#define VK_UP 0x4800#define VK_HOME 0x4700#define VK_END 0x4f00#define VK_SPACE 0x3920#define VK_ESC 0x011b#define VK_ENTER 0x1c0d#define MAX_BOX 19 /*总共有19种各形态的方块*/#define BSIZE 16 /*方块的边长是16个象素*/#define Sys_x 160 /*显示方块界面的左上角x座标*/#define Sys_y 25 /*显示方块界面的左上角y座标*/#define Horizontal_boxs 15 /*水平的方向以方块为单位的长度*/#define Vertical_boxs 25 /*垂直的方向以方块为单位的长度,也就说长是30个方块*/#define Begin_boxs_x 15/2 /*产生第一个方块时应该出现的起始位置 这里指定是在第5格出现*/#define FgColor 2 /*前景颜色,如文字*/#define BgColor 0 /*背景颜色*/#define LeftWin_x Sys_x+Horizontal_boxs*BSIZE+50 /*左边状态栏的x座标*/#define false 0#define true 1/**//*移动的方向*/#define MoveLeft 1#define MoveRight 2#define MoveDown 3#define MoveRoll 4#define MoveDown_direct 5/**//* *以后坐标的每个像素点看作是BSIZE*BSIZE正方形的方块 */int current_box_numb; /**//*保存当前方块编号*//**//*int Table_board[Vertical_boxs][Horizontal_boxs]; /*保存游戏当前状态的数组 */int Curbox_x=Sys_x+Begin_boxs_x*BSIZE,Curbox_y=Sys_y;/**//*x,y是保存方块的当前坐标的*/int flag_newbox=false; /**//*是否要产生新方块的标记0*/int speed=0; /**//*下落速度*/int score=0; /**//*总分*/int speed_step=15; /**//*每等级所需要分数*/void interrupt (*oldtimer)(void);/**//* function pointer variable */struct BOARD /**//*游戏底板结构,表示每个点所具有的属性*/...{ int var; /**//*当前状态 只有0和1*/ int color; /**//*颜色*/}Table_board[Vertical_boxs][Horizontal_boxs];/**//*方块结构*/struct SHAPE...{ char box[2]; /**//*一个字节等于8位,每4位来表示一个方块的一行*/ int color; /**//*颜色*/ int next; /**//*下个方块的编号*/ int prev; /**//*上个方块的编号*/};/**//*为游戏底板分配内存*//**//*初始化方块内容*/struct SHAPE shapes[MAX_BOX]=...{/**//* * 口 口口口 口口 口 * 口 口 口 口口口 * 口口 口 */ ...{0x88, 0xc0, CYAN, 1, 3}, ...{0xe8, 0x0, CYAN, 2, 0}, ...{0xc4, 0x40, CYAN, 3, 1}, ...{0x2e, 0x0, CYAN, 0, 2},/**//* * 口 口口 口口口 * 口 口 口 口 * 口口 口口口 口 */ ...{0x44, 0xc0, MAGENTA, 5, 7}, ...{0x8e, 0x0, MAGENTA, 6, 4}, ...{0xc8, 0x80, MAGENTA, 7, 5}, ...{0xe2, 0x0, MAGENTA, 4, 6},/**//* * 口 * 口口 * 口 */ ...{0x8c, 0x40, YELLOW, 9, 9}, ...{0x6c, 0x0, YELLOW, 8, 8},/**//* * 口 * 口口 * 口 */ ...{0x4c, 0x80, BROWN, 11, 11}, ...{0xc6, 0x0, BROWN, 10, 10},/**//* * 口 * 口口口 */ ...{0x4e, 0x0, WHITE, 13, 15}, ...{0x8c, 0x80, WHITE, 14, 12}, ...{0xe4, 0x0, WHITE, 15, 13}, ...{0x4c, 0x40, WHITE, 12, 14},/**//* 口 * 口 * 口 * 口 */ ...{0x88, 0x88, RED, 17, 17}, ...{0xf0, 0x0, RED, 16, 16},/**//* * 口口 * 口口 */ ...{0xcc, 0x0, BLUE, 18, 18}};unsigned int TimerCounter=0;void interrupt newtimer(void)...{ (*oldtimer)(); TimerCounter++;}void SetTimer(void interrupt(*IntProc)(void))...{ oldtimer=getvect(TIMER); disable(); setvect(TIMER,IntProc); enable();}void KillTimer()...{ disable(); setvect(TIMER,oldtimer); enable();}/**//*显示分数*/void ShowScore(int score)...{ int x,y; char score_str[5];/**//*保存游戏得分*/ setfillstyle(SOLID_FILL,BgColor); x=LeftWin_x; y=100; bar(x-BSIZE,y,x+BSIZE*3,y+BSIZE*3);/**//* itoa(score,score_str,10);*/ sprintf(score_str,"%3d",score); outtextxy(x,y,"SCORE"); outtextxy(x,y+10,score_str);}/**//*显示速度*/void ShowSpeed(int speed)...{ int x,y; char speed_str[5];/**//*保存游戏得分*/ setfillstyle(SOLID_FILL,BgColor); x=LeftWin_x; y=200; bar(x-BSIZE,y,x+BSIZE*3,y+BSIZE*3); sprintf(speed_str,"%3d",speed+1); outtextxy(x,y,"speed"); outtextxy(x,y+10,speed_str);}/**//* *********初始化界面******* *参数说明: * x,y为左上角坐标 * m,n对应于Vertical_boxs,Horizontal_boxs * 表示横肉纵方向的长度(以方块为单位) *BSIZE Sys_x Sys_y */ void initialize(int x,int y,int m,int n)...{ int i,j,oldx; oldx=x; for(j=0;j<n;j++) ...{ for(i=0;i<m;i++) ...{ /**//*if(i==0 || i==(m-1) || j==(n-1)) Table_board[j][i]=1; else */ Table_board[j][i].var=0; Table_board[j][i].color=BgColor; line(x,y,x+BSIZE,y); line(x,y,x,y+BSIZE); line(x,y+BSIZE,x+BSIZE,y+BSIZE); line(x+BSIZE,y,x+BSIZE,y+BSIZE); x+=BSIZE; } y+=BSIZE; x=oldx; } Curbox_x=x; Curbox_y=y;/**//*x,y是保存方块的当前坐标的*/ flag_newbox=false; /**//*是否要产生新方块的标记0*/ speed=0; /**//*下落速度*/ score=0; /**//*总分*/ ShowScore(score); ShowSpeed(speed);/**//* for(j=0;j<=n;j++) { for(i=0;i<=m;i++) { if(i==0 || i==m || j==n) Table_board[j][i]=1; /*最左右边设成1 else Table_board[j][i]=0; } }Table_board[10][10]=1;Table_board[5][5]=1;for(j=0;j<n;j++) { for(i=0;i<m;i++) { printf("%d",Table_board[j][i]); } printf(" "); }*/ }/**//* 删除一行满的情况 * 这里的y为具体哪一行为满 */int DelFullRow(int y)...{ /**//*该行游戏板往下移一行*/ int n,top=0; /**//*top保存的是当前最高点,出现一行全空就表示为最点了,移动是到最高点结束*/ register m,totoal; for(n=y;n>=0;n--)/**//*从当前行往上看*/ ...{ totoal=0; for(m=0;m<Horizontal_boxs;m++) ...{ if(!Table_board[n][m].var)totoal++; /**//*没占有方格+1*/ if(Table_board[n][m].var!=Table_board[n-1][m].var) /**//*上行不等于下行就把上行传给下行 xor关系*/ ...{ Table_board[n][m].var=Table_board[n-1][m].var; Table_board[n][m].color=Table_board[n-1][m].color; } } if(totoal==Horizontal_boxs) /**//*发现上面有连续的空行提前结束*/ ...{ top=n; break; } } return(top); /**//*返回最高点*/}/**//*找到一行满的情况*/void setFullRow(int t_boardy)...{ int n,full_numb=0,top=0; /**//*top保存的是当前方块的最高点*/ register m;/**//*t_boardy 口 5 口 6 口口口口口口 7n 口口口口口口 8 */ for(n=t_boardy+3;n>=t_boardy;n--) ...{ if(n<0 || n>=Vertical_boxs )...{continue;} /**//*超过低线了*/ for(m=0;m<Horizontal_boxs;m++) /**//*水平的方向*/ ...{ if(!Table_board[n+full_numb][m].var)break; /**//*发现有一个是空就跳过该行*/ } if(m==Horizontal_boxs) /**//*找到满行了*/ ...{ if(n==t_boardy+3) /**//*第一次献给了n,最高的*/ top=DelFullRow(n+full_numb); /**//*清除游戏板里的该行,并下移数据*/ else DelFullRow(n+full_numb); full_numb++; /**//*统计找到的行数*//**//* printf(" %d ",m);*/ } } if(full_numb) ...{ int oldx,x=Sys_x,y=BSIZE*top+Sys_y; oldx=x; score=score+full_numb; /**//*加分数*/ /**//*这里相当于重显调色板*/ for(n=top;n<t_boardy+4;n++) ...{ if(n>=Vertical_boxs)continue; /**//*超过低线了*/ for(m=0;m<Horizontal_boxs;m++) /**//*水平的方向*/ ...{ if(Table_board[n][m].var) setfillstyle(SOLID_FILL,Table_board[n][m].color);/**//*Table_board[n][m].color*/ else setfillstyle(SOLID_FILL,BgColor); bar(x,y,x+BSIZE,y+BSIZE); line(x,y,x+BSIZE,y); line(x,y,x,y+BSIZE); line(x,y+BSIZE,x+BSIZE,y+BSIZE); line(x+BSIZE,y,x+BSIZE,y+BSIZE); x+=BSIZE; } y+=BSIZE; x=oldx; } ShowScore(score); if(speed!=score/speed_step) ...{ speed=score/speed_step; ShowSpeed(speed); } }}/**//* 返回下个方块号 * */int MkNextBox(int box_numb)...{ int mask=128,t_boardx,t_boardy,n,m; t_boardx=(Curbox_x-Sys_x)/BSIZE; t_boardy=(Curbox_y-Sys_y)/BSIZE; for(n=0;n<4;n++) ...{ for(m=0;m<4;m++) ...{ if( ((shapes[current_box_numb].box[n/2]) & mask) )/**//*设置游戏板*/ ...{/**//* bar(Curbox_x+m*BSIZE,y+n*BSIZE,Curbox_x+m*BSIZE+BSIZE,y+n*BSIZE+BSIZE);*/ Table_board[t_boardy+n][t_boardx+m].var=1;/**//*这里设制游戏板*/ Table_board[t_boardy+n][t_boardx+m].color=shapes[current_box_numb].color;/**//*这里设制游戏板*/ } mask=mask/(2); if(mask==0)mask=128; } } setFullRow(t_boardy); Curbox_x=Sys_x+Begin_boxs_x*BSIZE,Curbox_y=Sys_y;/**//*再次初始化座标*/ if(box_numb==-1)box_numb=rand()%MAX_BOX; current_box_numb=box_numb; flag_newbox=false; return(rand()%MAX_BOX);}/**//* 检查游戏板里和当前方块是否重叠 * */void EraseBox(int x,int y,int box_numb)...{ int mask=128,t_boardx,t_boardy,n,m; setfillstyle(SOLID_FILL,BgColor); for(n=0;n<4;n++) ...{ for(m=0;m<4;m++) /**//*看最左边四个单元*/ ...{ if( ((shapes[box_numb].box[n/2]) & mask) )/**//*最左边有方块并且当前游戏板也有方块*/ ...{ bar(x+m*BSIZE,y+n*BSIZE,x+m*BSIZE+BSIZE,y+n*BSIZE+BSIZE); line(x+m*BSIZE,y+n*BSIZE,x+m*BSIZE+BSIZE,y+n*BSIZE); line(x+m*BSIZE,y+n*BSIZE,x+m*BSIZE,y+n*BSIZE+BSIZE); line(x+m*BSIZE,y+n*BSIZE+BSIZE,x+m*BSIZE+BSIZE,y+n*BSIZE+BSIZE); line(x+m*BSIZE+BSIZE,y+n*BSIZE,x+m*BSIZE+BSIZE,y+n*BSIZE+BSIZE); } mask=mask/(2); if(mask==0)mask=128; } }}/**//* 判断是否可以移动 * x,y为当前方块位置 * box_numb为方块号 * direction 方向标志 * 返回true 和false#define MoveLeft -1#define MoveRight 1#define MoveDown 0 */int MoveAble(int x,int y,int box_numb,int direction)...{ int n,m,t_boardx,t_boardy; /**//*t_boardx 当前方块最左边在游戏板的位置*/ int mask; if(direction==MoveLeft) /**//*如果向左移*/ ...{ mask=128; x-=BSIZE; t_boardx=(x-Sys_x)/BSIZE; t_boardy=(y-Sys_y)/BSIZE; for(n=0;n<4;n++) ...{ for(m=0;m<4;m++) /**//*看最左边四个单元*/ ...{ if((shapes[box_numb].box[n/2]) & mask)/**//*最左边有方块并且当前游戏板也有方块*/ ...{ if((x+BSIZE*m)<Sys_x)return(false);/**//*碰到最左边了*/ else if(Table_board[t_boardy+n][t_boardx+m].var) ...{ return(false); } } mask=mask/(2); if(mask==0)mask=128; } } return(true); } else if(direction==MoveRight) /**//*如果向右移*/ ...{ x+=BSIZE; t_boardx=(x-Sys_x)/BSIZE; t_boardy=(y-Sys_y)/BSIZE; mask=128; for(n=0;n<4;n++) ...{ for(m=0;m<4;m++) /**//*看最右边四个单元*/ ...{ if((shapes[box_numb].box[n/2]) & mask)/**//*最右边有方块并且当前游戏板也有方块*/ ...{ if((x+BSIZE*m)>=(Sys_x+BSIZE*Horizontal_boxs) )return(false);/**//*碰到最右边了*/ else if( Table_board[t_boardy+n][t_boardx+m].var) ...{ return(false); } } mask=mask/(2); if(mask==0)mask=128; } } return(true); } else if(direction==MoveDown) /**//*如果向下移*/ ...{ y+=BSIZE; t_boardx=(x-Sys_x)/BSIZE; t_boardy=(y-Sys_y)/BSIZE; mask=128; for(n=0;n<4;n++) ...{ for(m=0;m<4;m++) /**//*看最下边四个单元*/ ...{ if((shapes[box_numb].box[n/2]) & mask)/**//*最下边有方块并且当前游戏板也有方块*/ ...{ if((y+BSIZE*n)>=(Sys_y+BSIZE*Vertical_boxs) || Table_board[t_boardy+n][t_boardx+m].var) ...{ flag_newbox=true; break; } } mask=mask/(2);/**//*这样可以得到每隔八位的mask 0001 0000,16 和 0000 0001*/ if(mask==0)mask=128; } } if(flag_newbox) ...{ return(false); } else return(true); } else if(direction==MoveRoll) /**//*转动*/ ...{ t_boardx=(x-Sys_x)/BSIZE; t_boardy=(y-Sys_y)/BSIZE; mask=128; for(n=0;n<4;n++) ...{ for(m=0;m<4;m++) /**//*看最下边四个单元*/ ...{ if((shapes[box_numb].box[n/2]) & mask)/**//*最下边有方块并且当前游戏板也有方块*/ ...{ if((y+BSIZE*n)>=(Sys_y+BSIZE*Vertical_boxs) )return(false);/**//*碰到最下边了*/ if((x+BSIZE*n)>=(Sys_x+BSIZE*Horizontal_boxs) )return(false);/**//*碰到最左边了*/ if((x+BSIZE*m)>=(Sys_x+BSIZE*Horizontal_boxs) )return(false);/**//*碰到最右边了*/ else if( Table_board[t_boardy+n][t_boardx+m].var) ...{ return(false); } } mask=mask/(2);/**//*这样可以得到每隔八位的mask 0001 0000,16 和 0000 0001*/ if(mask==0)mask=128; } } return(true); } else ...{ return(false); }}/**//*显示指定的方块*/void show_box(int x,int y,int box_numb,int color)...{ int i,ii,ls_x=x; if(box_numb<0 || box_numb>=MAX_BOX)/**//*指定的方块不存在*/ box_numb=MAX_BOX/2; setfillstyle(SOLID_FILL,color);/**//********************************* * 移位来判断第哪一位是1 * 方块是每1行用半个字节来表示 * 128d=1000 0000b */ for(ii=0;ii<2;ii++) ...{ int mask=128; for(i=0;i<8;i++) ...{ if(i%4==0 && i!=0) /**//*表示转到方块的下一行了*/ ...{ y+=BSIZE; x=ls_x; } /**//*if((shapes[box_numb].box[ii]>>(8-1-i))&1==1)/*左移后得到的是最高位*/ if((shapes[box_numb].box[ii])&mask) ...{ bar(x,y,x+BSIZE,y+BSIZE); line(x,y,x+BSIZE,y); line(x,y,x,y+BSIZE); line(x,y+BSIZE,x+BSIZE,y+BSIZE); line(x+BSIZE,y,x+BSIZE,y+BSIZE); } x+=BSIZE; mask/=2; } y+=BSIZE; x=ls_x; }}void show_all_box()...{ int i,ii,n; for(n=0;n<MAX_BOX;n++)/**//*循环所有的方块*/ ...{ clrscr(); printf("number: %d ",n); for(ii=0;ii<2;ii++) ...{ for(i=0;i<8;i++) ...{ if(i%4==0 && i!=0) printf(" "); if((shapes[n].box[ii]>>(8-1-i))&1==1) ...{ printf("%s","#"); } else ...{ printf("%s","O"); } } printf(" "); } getch(); } printf(" that's all!"); getch();}/**//*返回下个方块号*/int get_next_box(int box_numb)...{ box_numb++; if(box_numb<0 || box_numb>=MAX_BOX)/**//*指定的方块不存在*/ return 0; else return box_numb;}/**//*返回上个方块号*/int get_prev_box(int box_numb)...{ box_numb--; if(box_numb<0 || box_numb>=MAX_BOX)/**//*指定的方块不存在*/ return 0; else return box_numb;}void main()...{ int GameOver=0; int key,nextbox; int Currentaction=0;/**//*状态标记,往下移和,当前动作*/ int gd=VGA,gm=VGAHI,errorcode;/**//* int gd=EGA,gm=DETECT,errorcode; installuserdriver("VESA256",0); int gd=DETECT,gm,errorcode;*/ initgraph(&gd,&gm,""); errorcode = graphresult(); if (errorcode != grOk) ...{ printf(" Graphics error: %s ", grapherrormsg(errorcode)); printf("Press any key to halt!"); getch(); exit(1); } setbkcolor(BgColor); setcolor(FgColor); randomize(); SetTimer(newtimer); initialize(Sys_x,Sys_y,Horizontal_boxs,Vertical_boxs);/**//*初始化*/ nextbox=MkNextBox(-1); line(LeftWin_x,Curbox_y+200,LeftWin_x+BSIZE*4,Curbox_y+200); line(LeftWin_x,Curbox_y+200,LeftWin_x,Curbox_y+200+BSIZE*4); line(LeftWin_x,Curbox_y+200+BSIZE*4,LeftWin_x+BSIZE*4,Curbox_y+200+BSIZE*4); line(LeftWin_x+BSIZE*4,Curbox_y+200,LeftWin_x+BSIZE*4,Curbox_y+200+BSIZE*4); show_box(Curbox_x,Curbox_y,current_box_numb,shapes[current_box_numb].color); show_box(LeftWin_x,Curbox_y+200,nextbox,shapes[nextbox].color); getch(); while(1) ...{/**//* Currentaction=0; flag_newbox=false; /*检测是否有按键*/ if (bioskey(1))...{key=bioskey(0); } else ...{ key=0; } switch(key) ...{ case VK_LEFT: if(MoveAble(Curbox_x,Curbox_y,current_box_numb,MoveLeft)) ...{EraseBox(Curbox_x,Curbox_y,current_box_numb);Curbox_x-=BSIZE;Currentaction=MoveLeft;} break; case VK_RIGHT: if(MoveAble(Curbox_x,Curbox_y,current_box_numb,MoveRight)) ...{EraseBox(Curbox_x,Curbox_y,current_box_numb);Curbox_x+=BSIZE;Currentaction=MoveRight;} break; case VK_DOWN:/**//*加速*/ if(MoveAble(Curbox_x,Curbox_y,current_box_numb,MoveDown)) ...{EraseBox(Curbox_x,Curbox_y,current_box_numb);Curbox_y+=BSIZE;Currentaction=MoveDown;} else...{ flag_newbox=true;} break;/**//*MoveDown_direct*/ case VK_SPACE:/**//*直接下落*/ if(MoveAble(Curbox_x,Curbox_y,current_box_numb,MoveDown)) ...{ EraseBox(Curbox_x,Curbox_y,current_box_numb);Curbox_y+=BSIZE;Currentaction=MoveDown_direct; } else ...{flag_newbox=true;} break; case 0x1e61:/**//*a转动方块*/ if(MoveAble(Curbox_x,Curbox_y,shapes[current_box_numb].prev,MoveRoll)) ...{ EraseBox(Curbox_x,Curbox_y,current_box_numb);current_box_numb=shapes[current_box_numb].prev; Currentaction=MoveRoll; } break; case VK_UP:/**//*变换方块*/ if(MoveAble(Curbox_x,Curbox_y,shapes[current_box_numb].next,MoveRoll)) ...{ EraseBox(Curbox_x,Curbox_y,current_box_numb);current_box_numb=shapes[current_box_numb].next; Currentaction=MoveRoll; } break; case VK_ESC: GameOver=1; break; default: break; } if(Currentaction && MoveDown_direct!=Currentaction) ...{/**//*表示当前有动作,移动或转动*/ show_box(Curbox_x,Curbox_y,current_box_numb,shapes[current_box_numb].color); }/**//*按了往下键,但不能下移,就产生新方块*/ if(flag_newbox) ...{ /**//*这时相当于方块到底部了,把其中出现点满一行的清去,置0*/ EraseBox(LeftWin_x,Sys_y+200,nextbox); nextbox=MkNextBox(nextbox); show_box(LeftWin_x,Curbox_y+200,nextbox,shapes[nextbox].color); if(!MoveAble(Curbox_x,Curbox_y,current_box_numb,MoveDown))/**//*刚生一下就到东西,游戏结束*/ ...{ show_box(Curbox_x,Curbox_y,current_box_numb,shapes[current_box_numb].color); GameOver=1; } else ...{ flag_newbox=false; } Currentaction=0; } else /**//*自由下落*/ ...{ if(Currentaction==MoveDown_direct) /**//*直接下落*/ ...{ int ls_i; for(ls_i=Curbox_y;ls_i<Sys_y+Vertical_boxs*BSIZE;ls_i++) ...{ if(MoveAble(Curbox_x,Curbox_y,current_box_numb,MoveDown)) ...{ Curbox_y+=BSIZE; } else break; } show_box(Curbox_x,Curbox_y,current_box_numb,shapes[current_box_numb].color); Currentaction=0; TimerCounter=0; } else if (Currentaction==MoveDown || TimerCounter> (20-speed*2)) ...{ if(MoveAble(Curbox_x,Curbox_y,current_box_numb,MoveDown)) ...{ EraseBox(Curbox_x,Curbox_y,current_box_numb);Curbox_y+=BSIZE; show_box(Curbox_x,Curbox_y,current_box_numb,shapes[current_box_numb].color); }/**//* if (Currentaction==MoveDown)*/ TimerCounter=0; } } Currentaction=0; if(GameOver )/**//*|| flag_newbox==-1*/ ...{ printf("game over!"); initialize(Sys_x,Sys_y,Horizontal_boxs,Vertical_boxs); getch(); break; } } getch(); KillTimer(); closegraph();}