{ This program is both available in XTDFPC as in the FPC demoes. Copyright (C) 1999 by Marco van de Voort FPCTris implements a simple Crt driven Tetrisish game to demonstrate the Crt unit. (KeyPressed, ReadKey, GotoXY, Delay,TextColor,TextBackground) Quality games cost money, so that's why this one is free. See the file COPYING.FPC, included in this distribution, for details about the copyright. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. **********************************************************************} PROGRAM FPCTris; { Trying to make a tetris from zero as a demo for FPC. Problems: - Colorsupport is a hack which handicaps creating a better update mechanism. (is done now) - Graph version input command has no cursor. - Graph or text isn't decided runtime, but compilertime. - Linux status graph version unknown at this moment. - Graphic and textmode speed of the game is not the same. The delay is fixed, and the time required to update is not constant due to optimisations. Coordinate system: 0 -> TheWidth-1 A figure is coded in a LONGINT like this: --------- 0 | * | ..*. 00100000 MSB | | ** | ..*. 00100000 V | * | .**. 01100000 | | .... 00000000 LSB |+ ++ ++| |++ ++++++| so 00100000001000000110000000000000b |+++++++++| --------- TheHeight-1 } {$ifdef UseGraphics} {$ifdef mswindows} {$define Win32Graph} {$APPTYPE GUI} {$endif} {$endif} Uses {$ifdef Win32Graph} WinCrt, Windows, {$else} Crt, {$endif} Dos, {$IFDEF UseGraphics} Graph, {$ENDIF} GameUnit; {$DEFINE DoubleCache} CONST TheWidth = 11; {Watch out, also correct RowMask!} TheHeight = 20; {$IFNDEF UseGraphics} PosXField = 10; { Upper X,Y coordinates of playfield} PosYField = 3; {$ENDIF} MaxFigures= 16; {Maximum # figures place is reserved for.} NrLevels = 12; {Number of levels currenty defined} { FieldSpace= 177;} {$IFDEF UseGraphics} DisplGrX=110; DisplGrY=90; DisplGrScale=16; HelpY=130; {$ENDIF} {$IFDEF UseGraphics} BaseX =300; {Coordinates of highscores} BaseY =HelpY+20+8*LineDistY; {y coordinate relative to other options} {$ELSE} BaseX =40; BaseY =9; {$ENDIF} TYPE TetrisFieldType = ARRAY [0..25] OF CARDINAL; LevelInfoType = ARRAY [0..NrLevels-1] OF LONGINT; FigureType = CARDINAL; { actually array[0..4][0..4] of bit rounded up to a longint} { CHARSET = SET OF CHAR;} {The figures, are converted to binary bitmaps on startup.} CONST GraphFigures : ARRAY[0..4] OF String[80] =( '.*... .*... .*... ..*.. .*... .*... **... **... ..**. .**.. ..*.. *....', '.*... .*... .**.. .**.. .*... .**.. **... .*... ..*.. .**.. ..*.. **...', '**... .**.. ..*.. .*... .*... .*... ..... .*... ..*.. .**.. **.** .**..', '..... ..... ..... ..... .*... ..... ..... .***. ***.. .**.. ..*.. ..**.', '..... ..... ..... ..... ..... ..... ..... ..... ..... .**.. ..*.. .....'); {Their relative occurance : } FigureChance : ARRAY[0..MaxFigures-1] OF CARDINAL =( 8, 8, 8, 8, 8, 8, 10, 1, 1, 1, 1, 1,0,0,0,0 ); {Scores per figure. Not necessarily used. Just for future use} FigureScore : ARRAY[0..MaxFigures-1] OF CARDINAL=( 2, 2, 4, 4, 1, 2, 2, 10, 10, 10, 20, 10,0,0,0,0 ); {Diverse AND/OR masks to manipulate graphics} {general table to mask out a bit 31=msb 0=lsb} AndTable : ARRAY[0..31] OF CARDINAL=($80000000,$40000000,$20000000,$10000000, $8000000,$4000000,$2000000,$1000000,$800000,$400000,$200000,$100000, $80000,$40000,$20000,$10000,$8000,$4000,$2000,$1000,$800,$400,$200,$100, $80,$40,$20,$10,8,4,2,1); {Mask to isolate a row of a (FigureType)} MagicMasks : ARRAY[0..4] OF CARDINAL = ($F8000000,$07C00000,$003E0000,$0001F000,$00000F80); {Mask to check if a line is full; a bit for every column aligned to left.} RowMask = $FFE00000; {Masks to calculate if the left or rightside is partially empty, write them in binary, and put 5 bits on a row. } LeftMask : ARRAY[0..4] OF CARDINAL = ($84210800,$C6318C00,$E739CE00,$F7BDEF00,$FFFFFFE0); RightMask: ARRAY[0..4] OF CARDINAL = ($08421080,$18C63180,$39CE7380,$7BDEF780,$FFFFFF80); {Allowed characters entering highscores} {This constant/parameter is used to detect a certain bug. The bug was fixed, but I use the constant to remind where the bug was, and what is related to eachother.} Tune=-1; {First array is a table to find the level for a given number of dissappeared lines the second and third are the delaytime and iterationlevel per level. } LevelBorders : LevelInfoType = ( 10, 20, 30, 45, 60, 80,100,130,160,200,240,280); DelayLevel : LevelInfoType = (100, 90, 80, 70, 60, 60, 50, 40, 40, 20, 20,10); IterationLevel: LevelInfoType = ( 5, 5, 5, 5, 5, 4, 4, 4, 3, 3, 2, 2); {Some frequently used chars in high-ascii and low-ascii. UseColor selects between them} ColorString = #196#179#192#217#219; DumbTermStr = '-|..*'; { A multiplication factor to reward killing more then one line with one figure} ProgressiveFactor : ARRAY[1..5] OF LONGINT = (10,12,16,22,30); VAR TopX,TopY : LONGINT; {Coordinates figure relative to left top of playfield} FigureNr : LONGINT; {Nr in Figure cache, second index in Figures} {$IFDEF DoubleCache} BackField, {Copy of the screen for faster matching} {$ENDIF} MainField : TetrisFieldType; {The screen grid} ColorField : ARRAY[0..TheHeight-1,0..TheWidth-1] OF LONGINT; {The color info} DelayTime : LONGINT; {Delay time, can be used for implementing levels} IterationPerDelay : LONGINT; {Iterations of mainloop (incl delay) before the piece falls down a row} TotalChance : LONGINT; {Sum of FigureChange array} Lines : LONGINT; {Completed lines} NrFigures : LONGINT; {# Figures currently used} RightSizeArray, {Nunber of empty columns to the left } LeftSizeArray, {or right of the figure/piece} Figures : ARRAY[0..MaxFigures-1,0..3] OF CARDINAL; {All bitmap info of figures} NrFiguresLoaded : LONGINT; {Total figures available in GraphFigures} CurrentCol : LONGINT; {Color of current falling piece} UseColor : BOOLEAN; {Color/Mono mode} Level : LONGINT; {The current level number} {$IFNDEF UseGraphics} Style : String; {Contains all chars to create the field} {$ENDIF} nonupdatemode : BOOLEAN; {Helpmode/highscore screen or game mode} {$IFNDEF UseGraphics} HelpMode : BOOLEAN; {$ENDIF} NextFigure : LONGINT; {Next figure to fall} Score : LONGINT; {The score} FUNCTION RRotate(Figure:FigureType;ColumnsToDo:LONGINT):FigureType; {Rotate a figure to the right (=clockwise). This new (v0.06) routine performs a ColumnsTodo x ColumnsToDo rotation, instead of always a 4x4 (v0.04) or 5x5 (v0.05) rotation. This avoids weird, jumpy behaviour when rotating small pieces.} VAR I,J, NewFig:CARDINAL; BEGIN NewFig:=0; FOR I:=0 TO ColumnsToDo-1 DO FOR J:=0 TO ColumnsToDo-1 DO IF Figure AND AndTable[I*5+J]<>0 THEN NewFig:=NewFig OR AndTable[(ColumnsToDo-1-I)+5*(J)]; {} RRotate:=NewFig; END; { LeftSize and RightSize count the number of empty lines to the left and right of the character. On the below character LeftSize will return 2 and RightSize will return 1. ..*. ..*. ..*. ..*. } FUNCTION RightSize(Fig:FigureType):LONGINT; VAR I : LONGINT; BEGIN I:=0; WHILE ((Fig AND RightMask[I])=0) AND (I<5) DO INC(I); IF I>4 THEN HALT; Rightsize:=I; END; FUNCTION Leftsize(Fig:FigureType):LONGINT; VAR I : LONGINT; BEGIN I:=0; WHILE ((Fig AND LeftMask[I])=0) AND (I<5) DO INC(I); IF I>4 THEN HALT; Leftsize:=I; END; FUNCTION FigSym(Figure:CARDINAL;RightSizeFig:CARDINAL):CARDINAL; {Try to find the "symmetry" of a figure, the smallest square (1x1,2x2,3x3 etc) in which the figure fits. This requires all figures designed to be aligned to topleft.} VAR ColumnsToDo : LONGINT; BEGIN {Determine which bottom rows aren't used} ColumnsToDo:=5; WHILE ((Figure AND MagicMasks[ColumnsToDo-1])=0) AND (ColumnsToDo>1) DO DEC(ColumnsToDo); {Compare with columns used, already calculated, and take the biggest} IF ColumnsToDo<(5-RightSizeFig) THEN ColumnsToDo:=5-RightSizeFig; FigSym:=ColumnsToDo; END; PROCEDURE CreateFiguresArray; {Reads figures from ASCII representation into binary form, and creates the rotated representations, and the number of empty columns to the right and left per figure. } VAR I,J,K,L,Symmetry : CARDINAL; BEGIN NrFigures:=0; K:=1; WHILE K0 THEN BEGIN J:=5*(I)-X+Tune; IF J>0 THEN K:=K SHL J ELSE IF J<0 THEN K:=K SHR -J; IF (MainField[Y+I] AND K)<>0 THEN Match:=FALSE; END; END; I:=4; IF (Fig AND MagicMasks[4])=0 THEN DEC(I); IF (Fig AND MagicMasks[3])=0 THEN DEC(I); IF (Fig AND MagicMasks[2])=0 THEN DEC(I); IF (Y+I)>=TheHeight THEN Match:=FALSE; MatchPosition:=Match; END; PROCEDURE FixFigureInField(Fig:FigureType;X,Y:LONGINT;Clear:BOOLEAN); {Blends the figure into the background, or erases the figure from the background} VAR I,K : CARDINAL; J : INTEGER; BEGIN FOR I:=0 TO 4 DO BEGIN K:=Fig; K:=K AND MagicMasks[I]; IF K<>0 THEN BEGIN J:=5*I-X+Tune; IF J>0 THEN K:=K SHL J ELSE IF J<0 THEN K:=K SHR (-J); IF Clear THEN BEGIN K:=K XOR CARDINAL(-1); MainField[Y+I]:= MainField[Y+I] AND K; END ELSE MainField[Y+I]:= MainField[Y+I] OR K; END; END; END; PROCEDURE FixColField(ThisFig:LONGINT); {Puts color info of a figure into the colorgrid, simplified FixFigureInField on byte instead of bit manipulation basis.} VAR I,J : LONGINT; K : CARDINAL; BEGIN FOR I:=0 TO 4 DO BEGIN K:=Figures[ThisFig][FigureNr]; IF (I+TopY)<=TheHeight THEN FOR J:=0 TO 4 DO BEGIN IF (K AND AndTable[J+5*I])<>0 THEN ColorField[TopY+I,TopX-Tune+J]:=CurrentCol END; END; END; PROCEDURE RedrawScreen; {Frustrates the caching system so that the entire screen is redrawn} VAR I : LONGINT; BEGIN FOR I:=0 TO TheHeight-1 DO BackField[I]:=MainField[I] XOR CARDINAL(-1); {backup copy is opposite of MainField} END; FUNCTION GetNextFigure:LONGINT; VAR IndTotal,Temp,TheFigure : LONGINT; BEGIN Temp:=RANDOM(TotalChance); IndTotal:=0; TheFigure:=0; WHILE Temp>=IndTotal DO BEGIN INC(IndTotal,FigureChance[TheFigure]); INC(TheFigure); END; dec(thefigure); GetNextFigure:=TheFigure; END; {$IFDEF UseGraphics} {$I ftrisgr.inc} {$ELSE} {$I ftristxt.inc} {$ENDIF} FUNCTION InitAFigure(VAR TheFigure:LONGINT) : BOOLEAN; {A new figure appears in the top of the screen. If return value=FALSE then the piece couldn't be created (when it is overlapping with the background. That's the game-over condition)} VAR Temp : LONGINT; BEGIN TopX:=(TheWidth-4) DIV 2; { Middle of Screen} TopY:=0; FigureNr:=1; IF TheFigure<>-1 THEN INC(Score,FigureScore[TheFigure]); IF NOT NonUpdateMode THEN FixScores; Temp:=GetNextFigure; {Determine next char (after the one this initafigure created has got down)} TheFigure:=NextFigure; {Previous NextFigure becomes active now.} NextFigure:=Temp; InitAFigure:=MatchPosition(Figures[TheFigure][0],TopX,TopY); ShowNextFigure(NextFigure); CurrentCol:=RANDOM(14)+1; END; PROCEDURE FixLevel(Lines:LONGINT); BEGIN Level:=0; WHILE (Lines>LevelBorders[Level]) AND (Level=0 DO BEGIN IF (MainField[I] XOR RowMask)=0 THEN BEGIN Move(MainField[0],MainField[1],I*4); Move(ColorField[0,0],ColorField[1,0],4*I*TheWidth); MainField[0]:=0; FillChar(ColorField[0,0],0,TheWidth); INC(LocalLines); END ELSE DEC(I); END; INC(Lines,LocalLines); I:=Level; FixLevel(Lines); IF LocalLines<>0 THEN BEGIN INC(Score,ProgressiveFactor[LocalLines]*LocalLines); ShowLines; END; {$IFDEF DoubleCache} IF UseColor THEN RedrawScreen; {$ENDIF} END; PROCEDURE DoFPCTris; {The main routine. Initialisation, keyboard loop} VAR EndGame : BOOLEAN; FixHickup : LONGINT; Counter : LONGINT; Temp,Key : LONGINT; TheFigure : LONGINT; {Current first index in Figures} PROCEDURE TurnFigure; {Erases a figure from the grid, turns it if possible, and puts it back on again} BEGIN FixFigureInField(Figures[TheFigure][FigureNr],TopX,TopY,TRUE); IF MatchPosition(Figures[TheFigure][Temp],TopX,TopY) THEN FigureNr:=Temp; FixFigureInField(Figures[TheFigure][FigureNr],TopX,TopY,FALSE); END; PROCEDURE FixHighScores; VAR I : LONGINT; {$IFNDEF UseGraphics} J : LONGINT; {$ENDIF} S : String; BEGIN {$IFDEF UseGraphics} Str(Score:5,S); SetFillStyle(SolidFill,0); {Clear part of playfield} Bar(DisplGrX+DisplGrScale,DisplGrY + ((TheHeight DIV 2)-2)*DisplGrScale, DisplGrX+(TheWidth-1)*(DisplGrScale), DisplGrY + DisplGrScale*((TheHeight DIV 2)+5)); SetTextStyle(0,Horizdir,2); OuttextXY(DisplGrX+DisplGrScale,DisplGrY+ DisplGrScale*((TheHeight DIV 2)-1),'GAME OVER'); SetTextStyle(0,Horizdir,1); OutTextXY(DisplGrX+DisplGrScale,DisplGrY+ DisplGrScale*((TheHeight DIV 2)+3),'Score= '+S); {$ELSE} FOR J:=9 TO 22 DO BEGIN GotoXY(40,J); Write(' ':38); END; IF UseColor THEN TextColor(White); GotoXY(40,23); Writeln('Game Over, score = ',Score); {$ENDIF} I:=SlipInScore(Score); IF I<>0 THEN BEGIN NonUpdateMode:=TRUE; {$IFNDEF UseGraphics} HelpMode:=FALSE; {$ENDIF} ShowHighScore; {$IFDEF UseGraphics} OutTextXY(450,HelpY+20+(17-I+1)*LineDistY,S); GrInputStr(S,300,HelpY+20+(17-I+1)*LineDistY,16,12,10,FALSE,AlfaBeta); {$ELSE} InputStr(S,40,21-I,10,FALSE,AlfaBeta); {$ENDIF} HighScore[I-1].Name:=S; END; ShowHighScore; END; {$IFDEF UseGraphics} VAR gd,gm : INTEGER; Pal : PaletteType; {$ENDIF} BEGIN {$IFDEF UseGraphics} {$ifdef mswindows} ShowWindow(GetActiveWindow,0); {$endif} gm:=vgahi; gd:=vga; InitGraph(gd,gm,''); if GraphResult <> grOk then begin Writeln('Graph driver ',gd,' graph mode ',gm,' not supported'); Halt(1); end; SetFillStyle(SolidFill,1); GetDefaultPalette(Pal); SetAllPalette(Pal); {$ifdef mswindows} Windows.SetWindowText(GraphWindow,'FPCTris, a demonstration of Free Pascal'); {$endif} {$ENDIF} {Here should be some terminal-detection for Linux} nonupdatemode:=FALSE; {$IFNDEF UseGraphics} HelpMode :=TRUE; {$ENDIF} {$IFDEF Unix} UseColor:=FALSE; {$ELSE} UseColor:=TRUE; {$ENDIF} {$ifndef Win32Graph} ClrScr; CursorOff; {$endif} RANDOMIZE; HighX:=BaseX; HighY:=BaseY; CreateFiguresArray; { Load and precalculate a lot of stuff} {$IFNDEF UseGraphics} IF UseColor THEN Style:= ColorString ELSE Style:=DumbTermStr; {$ENDIF} NrFigures:=7; {Default standard tetris mode, only use the first 7 standard figures} CalculateTotalChance; {Calculated the total of all weightfactors} EndGame:=FALSE; {When TRUE, end of game has been detected} FixHickup:=0; {Used to avoid unnecessary pauses with the "down key"} CreateFrame; {Draws all background garbadge} TheFigure:=-1; NextFigure:=GetNextFigure; {Two figures have to be inited. The first figure starts dropping, and that is this one} InitAFigure(TheFigure); {The second figure is the figure to be displayed as NEXT. That's this char :-)} DisplMainField; {Display/update the grid} Counter:=0; {counts up to IterationPerDelay} DelayTime:=200; {Time of delay} IterationPerDelay:=4; {= # Delays per shift down of figure} Lines:=0; {Lines that have disappeared} Score:=0; ShowLines; REPEAT IF KeyPressed THEN {The function name says it all} BEGIN Key:=ORD(READKEY); IF Key=0 THEN {Function key?} Key:=ORD(READKEY) SHL 8; CASE Key OF {Check for all keys} ArrU : BEGIN Temp:=(FigureNr+3) AND 3; IF ((TopX+LeftSizeArray[TheFigure][FigureNr])<0) THEN BEGIN IF (LeftSizeArray[TheFigure][FigureNr]<=LeftSizeArray[TheFigure][Temp]) THEN TurnFigure; END ELSE IF (TopX+7-RightSizeArray[TheFigure][FigureNr])>TheWidth THEN BEGIN IF (RightSizeArray[TheFigure][FigureNr]<=RightSizeArray[TheFigure][Temp]) THEN TurnFigure; END ELSE TurnFigure; END; ArrL : BEGIN IF (TopX+LeftSizeArray[TheFigure][FigureNr])>=0 THEN BEGIN Temp:=TopX+1-LeftSizeArray[TheFigure][FigureNr]; FixFigureInField(Figures[TheFigure][FigureNr],TopX,TopY,TRUE); IF MatchPosition(Figures[TheFigure][FigureNr],TopX-1,TopY) THEN DEC(TopX); FixFigureInField(Figures[TheFigure][FigureNr],TopX,TopY,FALSE); END; END; ArrR : BEGIN IF (TopX+7-RightSizeArray[TheFigure][FigureNr])<=TheWidth THEN BEGIN FixFigureInField(Figures[TheFigure][FigureNr],TopX,TopY,TRUE); IF MatchPosition(Figures[TheFigure][FigureNr],TopX+1,TopY) THEN INC(TopX); FixFigureInField(Figures[TheFigure][FigureNr],TopX,TopY,FALSE); END; END; ArrD : BEGIN IF FixHickup=0 THEN BEGIN FixFigureInField(Figures[TheFigure][FigureNr],TopX,TopY,TRUE); Temp:=TopY; WHILE MatchPosition(Figures[TheFigure][FigureNr],TopX,TopY+1) DO INC(TopY); Temp:=TopY-Temp; INC(Score,Temp DIV 2); FixFigureInField(Figures[TheFigure][FigureNr],TopX,TopY,FALSE); FixHickUp:=4; END; END; ORD('q'), ESC : BEGIN SetDefaultColor; {$ifndef Win32Graph} GotoXY(1,25); {$endif} EndGame:=TRUE; END; {$IFNDEF UseGraphics} ORD('C'), ORD('c') : BEGIN UseColor:=NOT UseColor; IF UseColor THEN Style:= ColorString ELSE BEGIN SetDefaultColor; Style:=DumbTermStr; END; CreateFrame; RedrawScreen; DisplMainField; END; ORD('S'), ORD('s') : BEGIN IF NOT nonupdatemode THEN BEGIN NonUpdateMode:=TRUE; helpmode:=NOT helpmode; END ELSE HelpMode:=NOT helpmode; CreateFrame; ShowLines; ShowNextFigure(NextFigure); END; {$ENDIF} ORD('H'), ORD('h') : BEGIN nonupdatemode:=NOT nonupdatemode; CreateFrame; ShowLines; ShowNextFigure(NextFigure); END; ORD('E'), ORD('e'): BEGIN {Extra figures on/off} IF NrFigures<>NrFiguresLoaded THEN NrFigures:=NrFiguresLoaded {Extra figures} ELSE NrFigures:=7; {Standard Tetris figures} CalculateTotalChance; {Recalculate weight-totals} IF UseColor THEN SetDefaultColor; ShowGameMode; END; ORD('p') : BEGIN {"p" : Pause} Key:=ORD(ReadKey); IF Key=0 THEN Key:=ORD(ReadKey); END; {$IFNDEF UseGraphics} {$IFDEF Unix} ORD('i') : write(#27+'(K'); {$ENDIF} {$ENDIF} END; {END OF Key CASE} END { OF If KeyPressed} ELSE BEGIN {$IFDEF Unix} GotoXY(50,10); {Get cursor out of the way, CursorOn/Off doesn't work on telnet-terminals} {$ENDIF} Delay(DelayTime); END; INC(Counter); IF (Counter=IterationPerDelay) OR (FixHickup=1) THEN BEGIN IF FixHickup=1 THEN Counter:=IterationPerDelay-1 ELSE Counter:=0; FixFigureInField(Figures[TheFigure][FigureNr],TopX,TopY,TRUE); FixHickup:=0; IF MatchPosition(Figures[TheFigure][FigureNr],TopX,TopY+1) THEN BEGIN INC(TopY); FixFigureInField(Figures[TheFigure][FigureNr],TopX,TopY,FALSE); END ELSE BEGIN FixFigureInField(Figures[TheFigure][FigureNr],TopX,TopY,FALSE); FixColField(TheFigure); IF InitAFigure(TheFigure) THEN BEGIN FixMainFieldLines; FixFigureInField(Figures[TheFigure][FigureNr],TopX,TopY,FALSE); DisplMainField; Delay(DelayTime*IterationPerDelay); END ELSE BEGIN FixFigureInField(Figures[TheFigure][FigureNr],TopX,TopY,FALSE); EndGame:=TRUE; END; END; END ELSE IF FixHickup>1 THEN DEC(FixHickup); DisplMainField; UNTIL EndGame; FixHighScores; {$ifndef Win32Graph} CursorOn; SetDefaultColor; GotoXY(1,25); {$endif} {$IFDEF UseGraphics} {$ifndef mswindows} TextMode(CO80); {$endif} {$ENDIF} END; CONST FileName='fpctris.scr'; VAR I : LONGINT; BEGIN FOR I:=0 TO 9 DO HighScore[I].Score:=(I+1)*750; LoadHighScore(FileName); DoFpcTris; SaveHighScore; END.