terris

/*
typedef signed char             int8_t;     
typedef short int               int16_t;    
typedef int                     int32_t;    
# if __WORDSIZE == 64    
typedef long int                int64_t;    
# else    
__extension__    
typedef long long int           int64_t;    
*/ 

#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <time.h>
#include <conio.h>
#include <windows.h>
 
typedef signed char int8_t;
typedef unsigned short uint16_t;

// =============================================================================
// 7种方块的4旋转状态(4位为一行)
static const uint16_t gs_uTetrisTable[7][4] = { 
  { 0x00F0U, 0x2222U, 0x00F0U, 0x2222U },  // I型
        { 0x0072U, 0x0262U, 0x0270U, 0x0232U },  // T型
        { 0x0223U, 0x0074U, 0x0622U, 0x0170U },  // L型
        { 0x0226U, 0x0470U, 0x0322U, 0x0071U },  // J型
        { 0x0063U, 0x0264U, 0x0063U, 0x0264U },  // Z型
        { 0x006CU, 0x0462U, 0x006CU, 0x0462U },  // S型
        { 0x0660U, 0x0660U, 0x0660U, 0x0660U }   // O型
};
 
// =============================================================================
// 初始状态的游戏池
// 每个元素表示游戏池的一行,下标大的是游戏池底部
// 两端各置2个1,底部2全置为1,便于进行碰撞检测
// 这样一来游戏池的宽度为12列
// 如果想要传统的10列,只需多填两个1即可(0xE007),当然显示相关部分也要随之改动
// 当某个元素为0xFFFFU时,说明该行已被填满
// 顶部4行用于给方块,不显示出来
// 再除去底部2行,显示出来的游戏池高度为22行
static const uint16_t gs_uInitialTetrisPool[28] = { 0xC003U, 0xC003U, 0xC003U,
        0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U,
        0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U,
        0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xFFFFU,
        0xFFFFU };
 
#define COL_BEGIN 2
#define COL_END 14
#define ROW_BEGIN 4
#define ROW_END 26
 
// =============================================================================
typedef struct TetrisManager  // 这个结构体存储游戏相关数据
{
    uint16_t pool[28];  // 游戏池
    int8_t x;  // 当前方块x坐标,此处坐标为方块左上角坐标
    int8_t y;  // 当前方块y坐标
    int8_t type[3];  // 当前、下一个和下下一个方块类型
    int8_t orientation[3];  // 当前、下一个和下下一个方块旋转状态
    unsigned score;  // 得分
    unsigned erasedCount[4];  // 消行数
    unsigned erasedTotal;  // 消行总数
    unsigned tetrisCount[7];  // 各方块数
    unsigned tetrisTotal;  // 方块总数
    bool dead;  // 挂
} TetrisManager;
 
// =============================================================================
typedef struct TetrisControl  // 这个结构体存储控制相关数据
{
    bool pause;  // 暂停
    bool clockwise;  // 旋转方向:顺时针为true
    int8_t direction;  // 移动方向:0向左移动 1向右移动
    // 游戏池内每格的颜色
    // 由于此版本是彩色的,仅用游戏池数据无法存储颜色信息
    // 当然,如果只实现单色版的,就没必要用这个数组了
    int8_t color[28][16];
} TetrisControl;
 
HANDLE handle;  // 控制台输出句柄
 
// =============================================================================
// 函数声明
// 如果使用全局变量方式实现,就没必要传参了
void initGame(TetrisManager *manager, TetrisControl *control);  // 初始化游戏
void restartGame(TetrisManager *manager, TetrisControl *control);  // 重新开始游戏
void giveTetris(TetrisManager *manager);  // 给一个方块
bool checkCollision(const TetrisManager *manager);  // 碰撞检测
void insertTetris(TetrisManager *manager);  // 插入方块
void removeTetris(TetrisManager *manager);  // 移除方块
void horzMoveTetris(TetrisManager *manager, TetrisControl *control);  // 水平移动方块
void moveDownTetris(TetrisManager *manager, TetrisControl *control);  // 向下移动方块
void rotateTetris(TetrisManager *manager, TetrisControl *control);  // 旋转方块
void dropDownTetris(TetrisManager *manager, TetrisControl *control);  // 方块直接落地
bool checkErasing(TetrisManager *manager, TetrisControl *control);  // 消行检测
void keydownControl(TetrisManager *manager, TetrisControl *control, int key); // 键按下
void setPoolColor(const TetrisManager *manager, TetrisControl *control); // 设置颜色
void gotoxyWithFullwidth(short x, short y);  // 以全角定位
void printPoolBorder();  // 显示游戏池边界
void printTetrisPool(const TetrisManager *manager, const TetrisControl *control); // 显示游戏池
void printCurrentTetris(const TetrisManager *manager,
        const TetrisControl *control);  // 显示当前方块
void printNextTetris(const TetrisManager *manager);  // 显示下一个和下下一个方块
void printScore(const TetrisManager *manager);  // 显示得分信息
void runGame(TetrisManager *manager, TetrisControl *control);  // 运行游戏
void printPrompting();  // 显示提示信息
bool ifPlayAgain();  // 再来一次
 
// =============================================================================
// 出处:https://www.oschina.net/code/snippet_255612_16922
// 主函数
int main() {
    TetrisManager tetrisManager;
    TetrisControl tetrisControl;
 
    initGame(&tetrisManager, &tetrisControl);  // 初始化游戏
    do {
        printPrompting();  // 显示提示信息
        printPoolBorder();  // 显示游戏池边界
        runGame(&tetrisManager, &tetrisControl);  // 运行游戏
        if (ifPlayAgain())  // 再来一次
        {
            SetConsoleTextAttribute(handle, 0x7);
            system("cls");  // 清屏
            restartGame(&tetrisManager, &tetrisControl);  // 重新开始游戏
        } else {
            break;
        }
    } while (1);
    gotoxyWithFullwidth(0, 0);
    CloseHandle(handle); // 关闭标准输出设备句柄
    return 0;
}
 
// =============================================================================
// 初始化游戏
void initGame(TetrisManager *manager, TetrisControl *control) {
    CONSOLE_CURSOR_INFO cursorInfo = { 1, FALSE };  // 光标的消失
    handle = GetStdHandle(STD_OUTPUT_HANDLE);  // 获取控制台输出句柄
    SetConsoleCursorInfo(handle, &cursorInfo);  // 设置光标隐藏
    SetConsoleTitleA("Terris");
 
    restartGame(manager, control);
}
 
// =============================================================================
// 重新开始游戏
void restartGame(TetrisManager *manager, TetrisControl *control) {
    memset(manager, 0, sizeof(TetrisManager)); 
    // 全部置0;清空一个结构类型的变量或数组 
    // 初始化游戏池
    memcpy(manager->pool, gs_uInitialTetrisPool, sizeof(uint16_t[28]));
    //(src所指向的内存区域) 拷贝到目标内存(dest所指向的内存区域);
    //拷贝多少由一个size变量控制 
    srand((unsigned) time(NULL ));  // 设置随机种子
  //srand函数是随机数发生器的初始化函数
  //为防止计算机出现伪随机,用系统时间随机初始种子 
  //传入NULL空指针,因为并不需要经过参数获得的t数据 
    manager->type[1] = rand() % 7;  // 下一个
    manager->orientation[1] = rand() & 3;
 
    manager->type[2] = rand() % 7;  // 下下一个
    //结果为%7的余数,整体表示产生0到6的随机数 
    manager->orientation[2] = rand() & 3;//取一随机数并判断其奇偶 
 
    memset(control, 0, sizeof(TetrisControl));  // 全部置0
 
    giveTetris(manager);  // 给下一个方块
    setPoolColor(manager, control);  // 设置颜色
}
 
// =============================================================================
// 给一个方块
void giveTetris(TetrisManager *manager) {
    uint16_t tetris;
 
    manager->type[0] = manager->type[1];  // 下一个方块置为当前
    manager->orientation[0] = manager->orientation[1];
 
    manager->type[1] = manager->type[2];  // 下下一个置方块为下一个
    manager->orientation[1] = manager->orientation[2];
 
    manager->type[2] = rand() % 7;  // 随机生成下下一个方块
    manager->orientation[2] = rand() & 3;
 
    tetris = gs_uTetrisTable[manager->type[0]][manager->orientation[0]]; // 当前方块
 
    // 设置当前方块y坐标,保证刚给出时只显示方块最下面一行
    // 这种实现使得玩家可以以很快的速度将方块落在不显示出来的顶部4行内
    if (tetris & 0xF000) {
        manager->y = 0;
    } else {
        manager->y = (tetris & 0xFF00) ? 1 : 2;
    }
    manager->x = 6;  // 设置当前方块x坐标
 
    if (checkCollision(manager))  // 检测到碰撞
            {
        manager->dead = true;  // 标记游戏结束
    } else  // 未检测到碰撞
    {
        insertTetris(manager);  // 将当前方块加入游戏池
    }
 
    ++manager->tetrisTotal;  // 方块总数
    ++manager->tetrisCount[manager->type[0]];  // 相应方块数
 
    printNextTetris(manager);  // 显示下一个方块
    printScore(manager);  // 显示得分信息
}
 
// =============================================================================
// 碰撞检测
bool checkCollision(const TetrisManager *manager) {
    // 当前方块
    uint16_t tetris = gs_uTetrisTable[manager->type[0]][manager->orientation[0]];
    uint16_t dest = 0;
 
    // 获取当前方块在游戏池中的区域:
    // 游戏池坐标x y处小方格信息,按低到高存放在16位无符号数中
    dest |= (((manager->pool[manager->y + 0] >> manager->x) << 0x0) & 0x000F);
    dest |= (((manager->pool[manager->y + 1] >> manager->x) << 0x4) & 0x00F0);
    dest |= (((manager->pool[manager->y + 2] >> manager->x) << 0x8) & 0x0F00);
    dest |= (((manager->pool[manager->y + 3] >> manager->x) << 0xC) & 0xF000);
 
    // 若当前方块与目标区域存在重叠(碰撞),则位与的结果不为0
    return ((dest & tetris) != 0);
}
 
// =============================================================================
// 插入方块
void insertTetris(TetrisManager *manager) {
    // 当前方块
    uint16_t tetris = gs_uTetrisTable[manager->type[0]][manager->orientation[0]];
 
    // 当前方块每4位取出,位或到游戏池相应位置,即完成插入方块
    manager->pool[manager->y + 0] |= (((tetris >> 0x0) & 0x000F) << manager->x);
    manager->pool[manager->y + 1] |= (((tetris >> 0x4) & 0x000F) << manager->x);
    manager->pool[manager->y + 2] |= (((tetris >> 0x8) & 0x000F) << manager->x);
    manager->pool[manager->y + 3] |= (((tetris >> 0xC) & 0x000F) << manager->x);
}
 
// =============================================================================
// 移除方块
void removeTetris(TetrisManager *manager) {
    // 当前方块
    uint16_t tetris = gs_uTetrisTable[manager->type[0]][manager->orientation[0]];
 
    // 当前方块每4位取出,按位取反后位与到游戏池相应位置,即完成移除方块
    manager->pool[manager->y + 0] &=
            ~(((tetris >> 0x0) & 0x000F) << manager->x);
    manager->pool[manager->y + 1] &=
            ~(((tetris >> 0x4) & 0x000F) << manager->x);
    manager->pool[manager->y + 2] &=
            ~(((tetris >> 0x8) & 0x000F) << manager->x);
    manager->pool[manager->y + 3] &=
            ~(((tetris >> 0xC) & 0x000F) << manager->x);
}
 
// =============================================================================
// 设置颜色
void setPoolColor(const TetrisManager *manager, TetrisControl *control) {
    // 由于显示游戏池时,先要在游戏池里判断某一方格有方块才显示相应方格的颜色
    // 这里只作设置即可,没必要清除
    // 当移动方块或给一个方块时调用
 
    int8_t i, x, y;
 
    // 当前方块
    uint16_t tetris = gs_uTetrisTable[manager->type[0]][manager->orientation[0]];
 
    for (i = 0; i < 16; ++i) {
        y = (i >> 2) + manager->y;  // 待设置的列
        if (y > ROW_END)  // 超过底部限制
        {
            break;
        }
        x = (i & 3) + manager->x;  // 待设置的行
        if ((tetris >> i) & 1)  // 检测的到小方格属于当前方块区域
                {
            control->color[y][x] = (manager->type[0] | 8);  // 设置颜色
        }
    }
}
 
// =============================================================================
// 旋转方块
void rotateTetris(TetrisManager *manager, TetrisControl *control) {
    int8_t ori = manager->orientation[0];  // 记录原旋转状态
 
    removeTetris(manager);  // 移走当前方块
 
    // 顺/逆时针旋转
    manager->orientation[0] =
            (control->clockwise) ? ((ori + 1) & 3) : ((ori + 3) & 3);
 
    if (checkCollision(manager))  // 检测到碰撞
            {
        manager->orientation[0] = ori;  // 恢复为原旋转状态
        insertTetris(manager);  // 放入当前方块。由于状态没改变,不需要设置颜色
    } else {
        insertTetris(manager);  // 放入当前方块
        setPoolColor(manager, control);  // 设置颜色
        printCurrentTetris(manager, control);  // 显示当前方块
    }
}
 
// =============================================================================
// 水平移动方块
void horzMoveTetris(TetrisManager *manager, TetrisControl *control) {
    int x = manager->x;  // 记录原列位置
 
    removeTetris(manager);  // 移走当前方块
    control->direction == 0 ? (--manager->x) : (++manager->x);  // 左/右移动
 
    if (checkCollision(manager))  // 检测到碰撞
            {
        manager->x = x;  // 恢复为原列位置
        insertTetris(manager);  // 放入当前方块。由于位置没改变,不需要设置颜色
    } else {
        insertTetris(manager);  // 放入当前方块
        setPoolColor(manager, control);  // 设置颜色
        printCurrentTetris(manager, control);  // 显示当前方块
    }
}
 
// =============================================================================
// 向下移动方块
void moveDownTetris(TetrisManager *manager, TetrisControl *control) {
    int8_t y = manager->y;  // 记录原行位置
 
    removeTetris(manager);  // 移走当前方块
    ++manager->y;  // 向下移动
 
    if (checkCollision(manager))  // 检测到碰撞
            {
        manager->y = y;  // 恢复为原行位置
        insertTetris(manager);  // 放入当前方块。由于位置没改变,不需要设置颜色
        if (checkErasing(manager, control))  // 检测到消行
                {
            printTetrisPool(manager, control);  // 显示游戏池
        }
    } else {
        insertTetris(manager);  // 放入当前方块
        setPoolColor(manager, control);  // 设置颜色
        printCurrentTetris(manager, control);  // 显示当前方块
    }
}
 
// =============================================================================
// 方块直接落地
void dropDownTetris(TetrisManager *manager, TetrisControl *control) {
    removeTetris(manager);  // 移走当前方块
    for (; manager->y < ROW_END; ++manager->y)  // 从上往下
            {
        if (checkCollision(manager))  // 检测到碰撞
                {
            break;
        }
    }
    --manager->y;  // 上移一格当然没有碰撞
 
    insertTetris(manager);  // 放入当前方块
    setPoolColor(manager, control);  // 设置颜色
 
    checkErasing(manager, control);  // 检测消行
    printTetrisPool(manager, control);  // 显示游戏池
}
 
// =============================================================================
// 消行检测
bool checkErasing(TetrisManager *manager, TetrisControl *control) {
    static const unsigned scores[5] = { 0, 10, 30, 90, 150 };  // 消行得分
    int8_t count = 0;
    int8_t k = 0, y = manager->y + 3;  // 从下往上检测
 
    do {
        if (y < ROW_END && manager->pool[y] == 0xFFFFU)  // 有效区域内且一行已填满
                {
            ++count;
            // 消除一行方块
            memmove(manager->pool + 1, manager->pool, sizeof(uint16_t) * y);
            // 颜色数组的元素随之移动
            memmove(control->color[1], control->color[0],
                    sizeof(int8_t[16]) * y);
        } else {
            --y;
            ++k;
        }
    } while (y >= manager->y && k < 4);
 
    manager->erasedTotal += count;  // 消行总数
    manager->score += scores[count];  // 得分
 
    if (count > 0) {
        ++manager->erasedCount[count - 1];  // 消行
    }
 
    giveTetris(manager);  // 给下一个方块
    setPoolColor(manager, control);  // 设置颜色
 
    return (count > 0);
}
 
// =============================================================================
// 键按下
void keydownControl(TetrisManager *manager, TetrisControl *control, int key) {
    if (key == 13)  // 暂停/解除暂停
            {
        control->pause = !control->pause;
    }
 
    if (control->pause)  // 暂停状态,不作处理
    {
        return;
    }
 
    switch (key) {
    case 72:  // 上
        control->clockwise = true;  // 顺时针旋转
        rotateTetris(manager, control);  // 旋转方块
        break;
    case 75:  // 左
        control->direction = 0;  // 向左移动
        horzMoveTetris(manager, control);  // 水平移动方块
        break;
    case 77:  // 右
        control->direction = 1;  // 向右移动
        horzMoveTetris(manager, control);  // 水平移动方块
        break;
    case 80:  // 下
        moveDownTetris(manager, control);  // 向下移动方块
        break;
    case ' ':  // 直接落地
        dropDownTetris(manager, control);
        break;
    case '0':  // 反转
        control->clockwise = false;  // 逆时针旋转
        rotateTetris(manager, control);  // 旋转方块
        break;
    default:
        break;
    }
}
 
// =============================================================================
// 以全角定位
void gotoxyWithFullwidth(short x, short y) {
    static COORD cd;
 
    cd.X = (short) (x << 1);
    cd.Y = y;
    SetConsoleCursorPosition(handle, cd);
}
 
// =============================================================================
// 显示游戏池边界
void printPoolBorder() {
    int8_t y;
 
    SetConsoleTextAttribute(handle, 0xF0);
    for (y = ROW_BEGIN; y < ROW_END; ++y)  // 不显示顶部4行和底部2行
            {
        gotoxyWithFullwidth(10, y - 3);
        printf("%2s", "");
        gotoxyWithFullwidth(23, y - 3);
        printf("%2s", "");
    }
 
    gotoxyWithFullwidth(10, y - 3);  // 底部边界
    printf("%28s", "");
}
 
// 定位到游戏池中的方格
#define gotoxyInPool(x, y) gotoxyWithFullwidth(x + 9, y - 3)
 
// =============================================================================
// 显示游戏池
void printTetrisPool(const TetrisManager *manager, const TetrisControl *control) {
    int8_t x, y;
 
    for (y = ROW_BEGIN; y < ROW_END; ++y)  // 不显示顶部4行和底部2行
            {
        gotoxyInPool(2, y);
        // 定点到游戏池中的方格
        for (x = COL_BEGIN; x < COL_END; ++x)  // 不显示左右边界
                {
            if ((manager->pool[y] >> x) & 1)  // 游戏池该方格有方块
                    {
                // 用相应颜色,显示一个实心方块
                SetConsoleTextAttribute(handle, control->color[y][x]);
                printf("■");
            }
   else{  // 没有方块,显示空白
            
                SetConsoleTextAttribute(handle, 0);
                printf("%2s", "");
            }
        }
    }
}
 
// =============================================================================
// 显示当前方块
void printCurrentTetris(const TetrisManager *manager,const TetrisControl *control) {
    int8_t x, y;
 
    // 显示当前方块是在移动后调用的,为擦去移动前的方块,需要扩展显示区域
    // 由于不可能向上移动,故不需要向下扩展
    y = (manager->y > ROW_BEGIN) ? (manager->y - 1) : ROW_BEGIN;  // 向上扩展一格
    for (; y < ROW_END && y < manager->y + 4; ++y) {
        x = (manager->x > COL_BEGIN) ? (manager->x - 1) : COL_BEGIN;  // 向左扩展一格
        for (; x < COL_END && x < manager->x + 5; ++x)  // 向右扩展一格
                {
            gotoxyInPool(x, y);
            // 定点到游戏池中的方格
            if ((manager->pool[y] >> x) & 1)  // 游戏池该方格有方块
                    {
                // 用相应颜色,显示一个实心方块
                SetConsoleTextAttribute(handle, control->color[y][x]);
                printf("■");
            } else  // 没有方块,显示空白
            {
                SetConsoleTextAttribute(handle, 0);
                printf("%2s", "");
            }
        }
    }
}
 
// =============================================================================
// 显示下一个和下下一个方块
void printNextTetris(const TetrisManager *manager) {
    int8_t i;
    uint16_t tetris;
 
    // 边框
    SetConsoleTextAttribute(handle, 0xF);
    gotoxyWithFullwidth(26, 1);
    printf("┏━━━━┳━━━━┓");
    gotoxyWithFullwidth(26, 2);
    printf("┃%8s┃%8s┃", "", "");
    gotoxyWithFullwidth(26, 3);
    printf("┃%8s┃%8s┃", "", "");
    gotoxyWithFullwidth(26, 4);
    printf("┃%8s┃%8s┃", "", "");
    gotoxyWithFullwidth(26, 5);
    printf("┃%8s┃%8s┃", "", "");
    gotoxyWithFullwidth(26, 6);
    printf("┗━━━━┻━━━━┛");
 
    // 下一个,用相应颜色显示
    tetris = gs_uTetrisTable[manager->type[1]][manager->orientation[1]];
    SetConsoleTextAttribute(handle, manager->type[1] | 8);
    for (i = 0; i < 16; ++i) {
        gotoxyWithFullwidth((i & 3) + 27, (i >> 2) + 2);
        ((tetris >> i) & 1) ? printf("■") : printf("%2s", "");
    }
 
    // 下下一个,不显示彩色
    tetris = gs_uTetrisTable[manager->type[2]][manager->orientation[2]];
    SetConsoleTextAttribute(handle, 8);
    for (i = 0; i < 16; ++i) {
        gotoxyWithFullwidth((i & 3) + 32, (i >> 2) + 2);
        ((tetris >> i) & 1) ? printf("■") : printf("%2s", "");
    }
}
 
// =============================================================================
// 显示得分信息
void printScore(const TetrisManager *manager) {
    static const char *tetrisName = "ITLJZSO";
    int8_t i;
 
    SetConsoleTextAttribute(handle, 0xE);
 
    gotoxyWithFullwidth(2, 2);
    printf("得分:%u", manager->score);
}
 
// =============================================================================
// 显示提示信息
void printPrompting() {
    SetConsoleTextAttribute(handle, 0xB);
    gotoxyWithFullwidth(26, 10);
    printf("■控制:");
    gotoxyWithFullwidth(27, 12);
    printf("□向左移动:←");
    gotoxyWithFullwidth(27, 13);
    printf("□向右移动:→");
    gotoxyWithFullwidth(27, 14);
    printf("□向下移动:↓");
    gotoxyWithFullwidth(27, 15);
    printf("□顺时针转:↑");
    gotoxyWithFullwidth(27, 16);
    printf("□逆时针转:0");
    gotoxyWithFullwidth(27, 17);
    printf("□直接落地:空格");
    gotoxyWithFullwidth(27, 18);
    printf("□暂停游戏:回车");
    
}
 
// =============================================================================
// 运行游戏
void runGame(TetrisManager *manager, TetrisControl *control) {
    clock_t clockLast, clockNow;
 
    clockLast = clock();  // 计时
    printTetrisPool(manager, control);  // 显示游戏池
 
    while (!manager->dead)  // 没挂
    {
        while (_kbhit())  // 有键按下
        {
            keydownControl(manager, control, _getch());  // 处理按键
        }
 
        if (!control->pause)  // 未暂停
        {
            clockNow = clock();  // 计时
            // 两次记时的间隔超过0.45秒
            if (clockNow - clockLast > 0.45F * CLOCKS_PER_SEC ) {
                clockLast = clockNow;
                keydownControl(manager, control, 80);  // 方块往下移
            }
        }
    }
}
 
// =============================================================================
// 再来一次
bool ifPlayAgain() {
    int ch;
 
    SetConsoleTextAttribute(handle, 0xF0);
    gotoxyWithFullwidth(15, 10);
    printf("游戏结束");
    system("cls"); 
    gotoxyWithFullwidth(15, 10);
    printf("按Y重玩,按N退出");
 
    while (1){
        ch = _getch();
        if (ch == 'Y' || ch == 'y') {
            return true;
        } else if (ch == 'N' || ch == 'n') {
            return false;
        }
    }
}


 
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