summaryrefslogtreecommitdiff
path: root/demo/graph/fpctris.pp
blob: 142d805e8c4c444000b3fd9a2a315f5ecdbe9fac (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
{

    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 K<Length(GraphFigures[0]) DO
  BEGIN
   IF GraphFigures[0][K]=' ' THEN
    INC(K);
   L:=0;
   FOR I:=0 TO 4 DO   {Rows}
    FOR J:=0 TO 4 DO {Columns}
     IF GraphFigures[I][K+J]='*' THEN
      L:=L OR AndTable[I*5+J];
    Figures[NrFigures][0]:=L;
    INC(NrFigures);
    INC(K,5);
  END;
 NrFiguresLoaded:=NrFigures;
 FOR I:= 0 TO NrFigures-1 DO
  BEGIN
   RightSizeArray[I][0]:=RightSize(Figures[I][0]);
   LeftSizeArray[I][0]:=LeftSize(Figures[I][0]);
   Symmetry:=FigSym(Figures[I][0],RightSizeArray[I][0]);
   FOR J:=0 TO 2 DO                              {Create the other 3 by rotating}
    BEGIN
     Figures[I][J+1]:=RRotate(Figures[I][J],Symmetry);
     RightSizeArray[I][J+1]:=RightSize(Figures[I][J+1]);
     LeftSizeArray[I][J+1]:=LeftSize(Figures[I][J+1]);
    END;
   END;
{Clear main grid}
 FillChar(MainField,SIZEOF(TetrisFieldType),0);
END;

PROCEDURE CalculateTotalChance;
{Called after a change in the the number of figures, normally 7 (standard)
or NrFiguresLoaded (10 right now) to recalculate the total of the chance table}

VAR Temp:LONGINT;

BEGIN
 TotalChance:=0;
 FOR Temp:=0 TO NrFigures-1 DO INC(TotalChance,FigureChance[Temp]);
END;

FUNCTION MatchPosition(Fig:FigureType;X,Y:LONGINT): BOOLEAN;
{Most important routine. Tries to position the figure on the position
IF it returns FALSE then the piece overlaps something on the background,
or the lower limit of the playfield
}

VAR I,J : LONGINT;
    K : CARDINAL;
    Match: BOOLEAN;

BEGIN
 Match:=TRUE;
 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 (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<HIGH(LevelBorders)) DO
  INC(Level);
 DelayTime:=DelayLevel[Level];
 IterationPerDelay:=IterationLevel[Level];
END;

PROCEDURE FixMainFieldLines;
{Deletes full horizontal lines from the playfield will also get some
score-keeping code in the future.}

VAR I,LocalLines : LONGINT;

BEGIN
 I:=TheHeight-1;
 LocalLines:=0;
 WHILE I>=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.