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|
program TetrisGame;
uses crt, figure, tetree;
const
StartingDuration = 800;
FastDuration = 300;
LeftArrow = -75;
RightArrow = -77;
UpArrow = -72;
DownArrow = -80;
esc = 27;
WhiteSpace = 32;
LimitTurns = 3;
MaxPoints = 100000;
type
GameStatus = record
GoOut, pause: boolean;
IsUserInput: boolean;
TurnsCount: byte;
fall: boolean;
CurPoints: longword;
IsWin: boolean
end;
procedure GetKey(var code: integer);
var
ch: char;
begin
ch := ReadKey;
if ch = #0 then
begin
ch := ReadKey;
code := -ord(ch);
exit
end;
code := ord(ch)
end;
procedure ClrBuf();
var
ch: integer;
begin
while KeyPressed do
GetKey(ch)
end;
function CompareArrow(ChCode: integer): direction;
begin
case ChCode of
LeftArrow: CompareArrow := left;
RightArrow: CompareArrow := right;
UpArrow: CompareArrow := turning;
DownArrow: CompareArrow := down
end
end;
procedure SetUserDirection(var shape: ShapeList; var status: GameStatus);
var
key: integer;
begin
GetKey(key);
case key of
LeftArrow: begin
if status.TurnsCount < LimitTurns then
begin
shape.CurDir := CompareArrow(key);
status.TurnsCount := status.TurnsCount + 1;
status.IsUserInput := true
end
end;
RightArrow: begin
if status.TurnsCount < LimitTurns then
begin
shape.CurDir := CompareArrow(key);
status.TurnsCount := status.TurnsCount + 1;
status.IsUserInput := true
end
end;
UpArrow: begin
if status.TurnsCount < LimitTurns then
begin
if not shape.IsSquare then
begin
shape.CurDir := CompareArrow(key);
status.TurnsCount := status.TurnsCount + 1;
status.IsUserInput := true
end
else
shape.CurDir := down
end
end;
DownArrow: begin
if status.TurnsCount < LimitTurns then
begin
status.fall := true;
shape.CurDir := down
end
end;
esc: status.GoOut := true;
WhiteSpace: status.pause := true
end;
{for press sequence}
if KeyPressed then
begin
GetKey(key);
case key of
esc: status.GoOut := true;
WhiteSpace: status.pause := true
end
end;
ClrBuf
end;
procedure PrintTurnsCount(TurnsCount: byte);
begin
GotoXY(36,14);
TextColor(White);
write('Movement counter: ', TurnsCount);
if TurnsCount = LimitTurns then
begin
GotoXY(36, 15);
write('LIMIT');
GotoXY(1, 1);
end
else
begin
GotoXY(36, 15);
write(' ');
GotoXY(1, 1)
end
end;
procedure NewTetramino(var shape, NextShape: ShapeList; CurBorders: borders;
var status: GameStatus);
begin
if NextShape.first = nil then
begin
shape.first := nil;
shape.last := nil;
FigureInitial(shape, CurBorders)
end
else
shape := NextShape;
status.fall := false;
shape.IsSquare := FindSquareShape(shape);
shape.CanTurn := true;
if FigureInVision(shape, CurBorders) then
FindCenterFigure(shape);
NextShape.first := nil;
NextShape.last := nil;
FigureInitial(NextShape, CurBorders);
PrintPreviewShape(NextShape);
PrintAndHideShape(shape, CurBorders, false, false);
status.TurnsCount := 0;
PrintTurnsCount(status.TurnsCount);
delay(StartingDuration);
if FigureInVision(shape, CurBorders) and KeyPressed then
begin
{PrintTurnsCount(status.TurnsCount);}
SetUserDirection(shape, status);
PrintTurnsCount(status.TurnsCount)
end
end;
procedure MakePause(var status: GameStatus);
var
key: integer;
begin
GotoXY(36, 3);
TextColor(White);
write('PAUSE');
GetKey(key);
while true do
begin
case key of
WhiteSpace: begin
status.pause := false;
GotoXY(36, 3);
write(' ');
GotoXY(1, 1);
break
end
else
GetKey(key)
end
end
end;
procedure GameIsOvers(status: GameStatus);
const
WinMsg = 'YOU WIN';
LoseMsg = 'YOU LOSE';
var
MsgX, MsgY: integer;
begin
clrscr;
TextColor(White);
MsgY := ScreenHeight div 2;
if status.IsWin then
begin
MsgX := (ScreenWidth - Length(WinMsg)) div 2;
GotoXY(MsgX, MsgY);
write(WinMsg)
end
else
begin
MsgX := (ScreenWidth - Length(LoseMsg)) div 2;
GotoXY(MsgX, MsgY);
write(LoseMsg)
end
end;
procedure PrintRules;
const
RulesTotal = 11;
MaxLength = 50;
MaxLengthIdx = 10;
ControlLines = 7;
type
LinesType = array [1..RulesTotal] of string[MaxLength];
var
lines: LinesType =
(
'Control keys:', 'moving left - <-', 'moving right - ->',
'figure turn - ^', 'fall down - (down arrow)', 'pause - whitespace',
'exit - esc', 'Scoring system:', '50 points for completing 1 row',
'combo X2, X3 and X4 to the current points',
'You need to score 100 000 points'
);
i, x, y: integer;
begin
TextColor(White);
x := ScreenWidth - length(lines[MaxLengthIdx]) + 1;
y := 1;
GotoXY(x, y);
for i := 1 to ControlLines do
begin
write(lines[i]);
y := y + 1;
GotoXY(x, y)
end;
y := y + 1;
GotoXY(x, y);
for i := ControlLines + 1 to RulesTotal do
begin
write(lines[i]);
y := y + 1;
GotoXY(x, y)
end
end;
procedure PrintPoints(DropCount: byte; status: GameStatus);
begin
TextColor(White);
GotoXY(36, 13);
if DropCount = 1 then
write('50 points')
else
write('COMBO X', DropCount);
delay(FastDuration);
GotoXY(36, 13);
write(' ');
GotoXY(36, 12);
write(' ');
GotoXY(36, 12);
write('Current points: ', status.CurPoints);
end;
procedure PreviewBorderDrawing;
const
x = 36;
y = 6;
width = 8;
height = 5;
var
i, j: integer;
begin
for i := y to y+height do
for j := x to x+width do
begin
if ((j = x) or (j = x+width)) and (i >= y + 1) and
(i <= y + height - 1) then
begin
GotoXY(j, i);
write('|')
end
else if (i = y) or (i = y+height) then
begin
GotoXY(j, i);
write('-')
end
end
end;
procedure FieldDrawing(CurBorders: borders);
var
i, j: integer;
begin
for i := CurBorders.up to CurBorders.down do
for j := CurBorders.left to CurBorders.right+1 do
if (j = CurBorders.left) or
(j = CurBorders.right+1) then
begin
GotoXY(j, i);
write('|')
end;
GotoXY(CurBorders.left, CurBorders.down+1);
for i := CurBorders.left to CurBorders.right+1 do
write('-')
end;
procedure SetParamsGame(var status: GameStatus; var arr: WayFinding;
GoOut: boolean; CurBorders: borders);
begin
status.GoOut := GoOut;
if not GoOut then
begin
FieldDrawing(CurBorders);
PreviewBorderDrawing;
InitMassive(arr);
GotoXY(36, 12);
write('Current points: ', 0);
PrintRules
end;
status.TurnsCount := 0;
status.IsUserInput := false;
status.fall := false;
status.CurPoints := 0;
status.IsWin := false;
end;
procedure ReloadGame(var arr: WayFinding; var status: GameStatus;
CurBorders: borders);
const
Msg = 'Reload Game? Y/N';
var
MsgX, MsgY: integer;
ch, i: integer;
begin
MsgX := (ScreenWidth - Length(Msg)) div 2;
MsgY := (ScreenHeight div 2) + 1;
GotoXY(MsgX, MsgY);
TextColor(White);
write(Msg);
GetKey(ch);
while true do
begin
case chr(ch) of
'y', 'Y': begin
clrscr;
for i := 1 to MaxLine do
ClearSquaresAndTree(arr[i].root);
SetParamsGame(status, arr, false, CurBorders)
end;
'n', 'N': begin
clrscr;
for i := 1 to MaxLine do
ClearSquaresAndTree(arr[i].root);
SetParamsGame(status, arr, true, CurBorders)
end
else
begin
GetKey(ch);
continue
end;
end;
exit
end
end;
procedure CheckFillLine(var arr: WayFinding; var shape: ShapeList;
CurBorders: borders; var status: GameStatus);
var
PosFillLine: integer;
DropCount: byte = 0;
begin
PosFillLine := SearchFillViaShape(arr, shape);
while PosFillLine <> 0 do
begin
DropLine(arr, PosFillLine, CurBorders);
DropCount := DropCount + 1;
if DropCount = 1 then
status.CurPoints := status.CurPoints + 50
else
status.CurPoints := status.CurPoints * DropCount;
PrintPoints(DropCount, status);
if status.CurPoints >= MaxPoints then
begin
status.IsWin := true;
GameIsOvers(status);
ReloadGame(arr, status, CurBorders);
exit
end;
PosFillLine := SearchOtherFill(arr, PosFillLine)
end
end;
procedure StayAtBottom(var shape, ChangedShape, NextShape: ShapeList;
var arr: WayFinding; CurBorders: borders;
var status: GameStatus);
begin
ClearShape(ChangedShape.first);
ChangedShape.first := nil;
ChangedShape.last := nil;
PrintAndHideShape(shape, CurBorders, false, true);
shape.cx := -1;
shape.cy := -1;
AddInTree(shape, arr);
CheckFillLine(arr, shape, CurBorders, status);
if status.GoOut then
exit
else
NewTetramino(shape, NextShape, CurBorders, status)
end;
procedure SolveBorderProblem(var shape, ChangedShape: ShapeList;
CurBorders: borders; var status: GameStatus);
begin
ClearShape(ChangedShape.first);
ChangedShape.first := nil;
ChangedShape.last := nil;
if status.TurnsCount >= LimitTurns then
begin
{Print previous place}
PrintAndHideShape(shape, CurBorders, false, false);
delay(FastDuration);
shape.CurDir := down;
status.IsUserInput := false;
status.TurnsCount := 0
end
else if status.TurnsCount < LimitTurns then
begin
PrintAndHideShape(shape, CurBorders, false, false);
delay(FastDuration);
if KeyPressed then
begin
SetUserDirection(shape, status);
if status.pause then
begin
MakePause(status);
delay(FastDuration);
if KeyPressed then
SetUserDirection(shape, status)
else
begin
shape.CurDir := down;
status.IsUserInput := false;
status.TurnsCount := 0
end
end;
PrintTurnsCount(status.TurnsCount)
end
else
begin
{default direction}
shape.CurDir := down;
status.IsUserInput := false;
status.TurnsCount := 0
end
end
end;
procedure SolveTetraminoCollision(var shape, ChangedShape, NextShape: ShapeList;
var arr: WayFinding; CurBorders: borders;
var status: GameStatus);
begin
ClearShape(ChangedShape.first);
ChangedShape.first := nil;
ChangedShape.last := nil;
if IsHighestFigure(shape) then
begin
PrintAndHideShape(shape, CurBorders, false, true);
GameIsOvers(status);
ReloadGame(arr, status, CurBorders);
if status.GoOut then
exit
else
NewTetramino(shape, NextShape, CurBorders, status);
exit
end;
if status.TurnsCount >= LimitTurns then
begin
PrintAndHideShape(shape, CurBorders, false, false);
shape.CurDir := down;
status.IsUserInput := false;
status.TurnsCount := 0;
delay(FastDuration)
end
{stop above some shape}
else if shape.CurDir = down then
begin
PrintAndHideShape(shape, CurBorders, false, true);
AddInTree(shape, arr);
CheckFillLine(arr, shape, CurBorders, status);
if status.GoOut then
exit
else
NewTetramino(shape, NextShape, CurBorders, status)
end
else if status.TurnsCount < LimitTurns then
begin
PrintAndHideShape(shape, CurBorders, false, false);
delay(FastDuration);
if KeyPressed then
begin
SetUserDirection(shape, status);
if status.pause then
begin
MakePause(status);
delay(FastDuration);
if KeyPressed then
SetUserDirection(shape, status)
else
begin
shape.CurDir := down;
status.IsUserInput := false;
status.TurnsCount := 0
end
end;
PrintTurnsCount(status.TurnsCount)
end
else
begin
{default direction}
shape.CurDir := down;
status.IsUserInput := false;
status.TurnsCount := 0
end
end
end;
procedure RepositionTetramino(var shape, ChangedShape: ShapeList;
CurBorders: borders; var status: GameStatus);
const
FallDown = 50;
begin
if not shape.CanTurn and (shape.CurDir = turning) and not status.fall then
begin
if status.TurnsCount >= LimitTurns then
shape.CurDir := down;
ClearShape(ChangedShape.first);
ChangedShape.first := nil;
ChangedShape.last := nil;
{Print previous place}
PrintAndHideShape(shape, CurBorders, false, false);
delay(FastDuration);
if KeyPressed and (status.TurnsCount < LimitTurns) then
begin
SetUserDirection(shape, status);
if status.pause then
begin
MakePause(status);
delay(FastDuration);
if KeyPressed then
SetUserDirection(shape, status)
else
shape.CurDir := down
end;
PrintTurnsCount(status.TurnsCount)
end
else if status.TurnsCount < LimitTurns then
shape.CurDir := down;
shape.CanTurn := true
end
else
begin
{Making Move or Turn}
ClearShape(shape.first);
{shape's center of figure has been got from ChangedShape}
shape := ChangedShape;
shape.CanTurn := true;
ChangedShape.first := nil;
ChangedShape.last := nil;
if shape.CurDir = down then
begin
status.TurnsCount := 0;
status.IsUserInput := false;
PrintTurnsCount(status.TurnsCount)
end;
{Print previous place}
PrintAndHideShape(shape, CurBorders, false, false);
if status.fall then
delay(FallDown)
else if not status.IsUserInput then
delay(StartingDuration)
else if status.IsUserInput then
delay(FastDuration);
{select next direction from user}
if not status.fall then
begin
if (status.TurnsCount < LimitTurns) and
FigureInVision(shape, CurBorders) and KeyPressed then
begin
SetUserDirection(shape, status);
if status.pause then
begin
MakePause(status);
delay(FastDuration);
if KeyPressed then
SetUserDirection(shape, status)
else
begin
shape.CurDir := down;
status.IsUserInput := false;
status.TurnsCount := 0
end
end;
PrintTurnsCount(status.TurnsCount)
end
else if status.TurnsCount = LimitTurns then
begin
{only for pause or exit}
if KeyPressed then
SetUserDirection(shape, status);
if status.pause then
begin
MakePause(status);
delay(FastDuration)
end;
shape.CurDir := down;
status.IsUserInput := false;
status.TurnsCount := 0;
PrintTurnsCount(status.TurnsCount);
end
{default direction}
else
shape.CurDir := down
end
end
end;
function CheckResolutionDisplay: boolean;
const
width = 101;
height = 31;
msg1 = 'Your display is smaller than required. Sorry!';
msg2 = 'Please press any key...';
var
x, y: integer;
begin
if (ScreenWidth < width) or (ScreenHeight < height) then
begin
x := 1;
y := ScreenHeight div 2;
GotoXY(x ,y);
write(msg1);
GotoXY(x, y + 1);
write(msg2);
while true do
begin
if KeyPressed then
begin
ClrBuf;
break
end
end;
CheckResolutionDisplay := false;
exit
end;
CheckResolutionDisplay := true
end;
var
SaveTextAttr: integer;
shape, ChangedShape, NextShape: ShapeList;
CurBorders: borders;
arr: WayFinding;
IsObstacle: boolean;
key: integer;
status: GameStatus;
begin
clrscr;
if not CheckResolutionDisplay then
begin
writeln;
halt(1)
end;
randomize;
SaveTextAttr := TextAttr;
SetBorders(CurBorders, 1, CupWidth, BeginCup, CupHeight);
SetParamsGame(status, arr, false, CurBorders);
NextShape.first := nil;
NewTetramino(shape, NextShape, CurBorders, status);
while true do
begin
PrintAndHideShape(shape, CurBorders, true, true);
{expected movement}
{IsObstacle's init in CheckBorders each time}
CheckBorders(shape, ChangedShape, CurBorders, IsObstacle);
if IsObstacle and (shape.CurDir = down) then
StayAtBottom(shape, ChangedShape, NextShape, arr, CurBorders,
status)
else if IsObstacle then
SolveBorderProblem(shape, ChangedShape, CurBorders, status)
else
begin
LineInspection(shape, ChangedShape, arr, IsObstacle);
if IsObstacle then
SolveTetraminoCollision(shape, ChangedShape, NextShape, arr,
CurBorders, status)
else
RepositionTetramino(shape, ChangedShape, CurBorders, status)
end;
if KeyPressed then
begin
GetKey(key);
case key of
esc: break;
WhiteSpace: continue
else
ClrBuf
end
end
else
begin
if status.GoOut then
break;
if status.pause then
continue
end
end;
TextAttr := SaveTextAttr;
clrscr
end.
|