代码结构整理

This commit is contained in:
2026-04-26 17:13:14 +08:00
parent 13ae305e53
commit e2706bcdcc
5 changed files with 748 additions and 451 deletions
+77
View File
@@ -4,20 +4,97 @@
extern Point pendingChainBombCenter;
extern bool pendingChainBombFollowup;
extern int pendingLineClearEffectTicks;
extern int pendingLineClearEffectRows[8];
extern int pendingLineClearEffectRowCount;
extern int pendingLineClearEffectLineCount;
/**
* @brief 计算指定方块在棋盘顶部的统一生成位置。
*/
Point GetSpawnPoint(int brickType);
/**
* @brief 重置经典或 Rogue 模式使用的玩家统计数据。
*/
void ResetPlayerStats(PlayerStats& stats, bool useRogueRules);
/**
* @brief 设置界面右侧显示的即时反馈标题、内容和持续时间。
*/
void SetFeedbackMessage(const TCHAR* title, const TCHAR* detail, int ticks);
/**
* @brief 判断指定方块、旋转状态和位置是否可以合法放置。
*/
bool IsPiecePlacementValid(int pieceType, int pieceState, Point position);
/**
* @brief 判断棋盘格是否为彩虹特殊方块。
*/
bool IsRainbowBoardCell(int cellValue);
/**
* @brief 触发小型黑洞并返回被清除的固定方块数量。
*/
int TriggerMiniBlackHole(int maxCellsToClear);
/**
* @brief 触发彩虹方块补洞效果并返回补齐格数。
*/
int TriggerRainbowRowCompletion(int minRow, int maxRow);
/**
* @brief 引爆清屏炸弹并返回清除格数。
*/
int TriggerScreenBomb();
/**
* @brief 清除指定中心点周围的爆破范围并返回清除格数。
*/
int ClearExplosiveAreaAt(int centerY, int centerX);
/**
* @brief 清除指定列并返回清除格数。
*/
int ClearColumnAt(int column);
/**
* @brief 清除指定行并返回清除格数。
*/
int ClearRowAt(int row);
/**
* @brief 尝试填补局部空洞以稳定棋盘结构。
*/
int TryStabilizeBoard();
/**
* @brief 为当前方块刷新 Rogue 特殊方块标记。
*/
void RollCurrentPieceSpecialFlags(bool allowRandomSpecials);
/**
* @brief 暂存消行动画,等待升级选择结束后再播放。
*/
void QueueLineClearEffect(const int* rows, int rowCount, int linesCleared);
/**
* @brief 尝试把旋转后的方块横向偏移指定格数后放置。
*/
bool TryRotateWithOffset(int nextState, int offsetX);
/**
* @brief 重置下一方块预览队列。
*/
void ResetNextQueue();
/**
* @brief 消费队首下一方块并补充新的预览方块。
*/
int ConsumeNextType();
/**
* @brief 结算一次标准消行带来的 Rogue 玩法效果。
*/
void ApplyLineClearResult(int linesCleared);
-451
View File
@@ -34,10 +34,6 @@ bool currentPieceIsCross = false;
bool currentPieceIsRainbow = false;
Point pendingChainBombCenter = { 0, 0 };
bool pendingChainBombFollowup = false;
static int pendingLineClearEffectTicks = 0;
static int pendingLineClearEffectRows[8] = {};
static int pendingLineClearEffectRowCount = 0;
static int pendingLineClearEffectLineCount = 0;
int bricks[7][4][4][4] =
{
@@ -167,369 +163,6 @@ Point GetSpawnPoint(int brickType)
return spawnPoint;
}
void ResetPlayerStats(PlayerStats& stats, bool useRogueRules)
{
stats.score = 0;
stats.level = 1;
stats.exp = 0;
stats.requiredExp = useRogueRules ? 10 : 0;
stats.totalLinesCleared = 0;
stats.scoreMultiplierPercent = 100;
stats.expMultiplierPercent = 100;
stats.slowFallStacks = 0;
stats.comboBonusStacks = 0;
stats.comboChain = 0;
stats.previewCount = 1;
stats.lastChanceCount = 0;
stats.scoreUpgradeLevel = 0;
stats.expUpgradeLevel = 0;
stats.previewUpgradeLevel = 0;
stats.lastChanceUpgradeLevel = 0;
stats.holdUnlocked = 0;
stats.pressureReliefLevel = 0;
stats.sweeperLevel = 0;
stats.sweeperCharge = 0;
stats.explosiveLevel = 0;
stats.explosivePieceCounter = 0;
stats.chainBlastLevel = 0;
stats.chainBombLevel = 0;
stats.laserLevel = 0;
stats.thunderTetrisLevel = 0;
stats.thunderLaserLevel = 0;
stats.feverLevel = 0;
stats.rageStackLevel = 0;
stats.infiniteFeverLevel = 0;
stats.feverLineCharge = 0;
stats.feverTicks = 0;
stats.screenBombLevel = 0;
stats.screenBombCharge = 0;
stats.screenBombCount = 0;
stats.terminalClearLevel = 0;
stats.dualChoiceLevel = 0;
stats.destinyWheelLevel = 0;
stats.perfectRotateLevel = 0;
stats.timeDilationLevel = 0;
stats.timeDilationTicks = 0;
stats.highPressureLevel = 0;
stats.tetrisGambleLevel = 0;
stats.extremePlayerLevel = 0;
stats.extremeSlowTicks = 0;
stats.extremeDangerTicks = 30;
stats.extremeDangerLevel = 0;
stats.upgradeShockwaveLevel = 0;
stats.evolutionImpactLevel = 0;
stats.controlMasterLevel = 0;
stats.holdSlowTicks = 0;
stats.blockStormLevel = 0;
stats.blockStormPiecesRemaining = 0;
stats.blackHoleLevel = 0;
stats.blackHoleCharges = 0;
stats.reshapeLevel = 0;
stats.reshapeCharges = 0;
stats.rainbowPieceLevel = 0;
stats.voidCoreLevel = 0;
stats.pendingRainbowPieceCount = 0;
stats.stableStructureLevel = 0;
stats.doubleGrowthLevel = 0;
stats.gamblerLevel = 0;
stats.difficultyElapsedMs = 0;
stats.difficultyLevel = 0;
stats.lockedRows = 0;
for (int i = 0; i < 7; i++)
{
stats.pieceTuningLevels[i] = 0;
}
}
void SetFeedbackMessage(const TCHAR* title, const TCHAR* detail, int ticks)
{
feedbackState.visibleTicks = ticks;
lstrcpyn(feedbackState.title, title, sizeof(feedbackState.title) / sizeof(TCHAR));
lstrcpyn(feedbackState.detail, detail, sizeof(feedbackState.detail) / sizeof(TCHAR));
}
void ResetVisualEffects()
{
clearEffectState.ticks = 0;
clearEffectState.totalTicks = 0;
clearEffectState.rowCount = 0;
for (int i = 0; i < 8; i++)
{
floatingTextEffects[i].ticks = 0;
}
for (int i = 0; i < 96; i++)
{
particleEffects[i].ticks = 0;
}
}
bool TickVisualEffects()
{
bool active = false;
if (clearEffectState.ticks > 0)
{
clearEffectState.ticks--;
active = true;
}
for (int i = 0; i < 8; i++)
{
if (floatingTextEffects[i].ticks > 0)
{
floatingTextEffects[i].ticks--;
active = true;
}
}
for (int i = 0; i < 96; i++)
{
if (particleEffects[i].ticks > 0)
{
particleEffects[i].ticks--;
active = true;
}
}
return active;
}
static void AddFloatingText(int boardX, int boardY, const TCHAR* text, COLORREF color)
{
for (int i = 0; i < 8; i++)
{
if (floatingTextEffects[i].ticks <= 0)
{
floatingTextEffects[i].ticks = 22;
floatingTextEffects[i].totalTicks = 22;
floatingTextEffects[i].boardX = boardX;
floatingTextEffects[i].boardY = boardY;
floatingTextEffects[i].color = color;
lstrcpyn(floatingTextEffects[i].text, text, sizeof(floatingTextEffects[i].text) / sizeof(TCHAR));
return;
}
}
}
static void AddParticle(int boardX, int boardY, int velocityX, int velocityY, int size, COLORREF color)
{
for (int i = 0; i < 96; i++)
{
if (particleEffects[i].ticks <= 0)
{
particleEffects[i].ticks = 12 + rand() % 7;
particleEffects[i].totalTicks = particleEffects[i].ticks;
particleEffects[i].boardX = boardX;
particleEffects[i].boardY = boardY;
particleEffects[i].velocityX = velocityX;
particleEffects[i].velocityY = velocityY;
particleEffects[i].size = size;
particleEffects[i].color = color;
return;
}
}
}
static void AddBurstParticles(int boardX, int boardY, COLORREF baseColor, bool strongBurst)
{
int burstCount = strongBurst ? 4 : 2;
for (int i = 0; i < burstCount; i++)
{
int angleSeed = rand() % 8;
int speed = strongBurst ? (9 + rand() % 9) : (6 + rand() % 7);
int velocityX = 0;
int velocityY = 0;
switch (angleSeed)
{
case 0:
velocityX = speed;
velocityY = -rand() % 4;
break;
case 1:
velocityX = -speed;
velocityY = -rand() % 4;
break;
case 2:
velocityX = (rand() % 5) - 2;
velocityY = -speed;
break;
case 3:
velocityX = (rand() % 5) - 2;
velocityY = speed / 2;
break;
case 4:
velocityX = speed;
velocityY = -speed;
break;
case 5:
velocityX = -speed;
velocityY = -speed;
break;
case 6:
velocityX = speed;
velocityY = speed / 3;
break;
default:
velocityX = -speed;
velocityY = speed / 3;
break;
}
velocityX += (rand() % 7) - 3;
velocityY += (rand() % 7) - 3;
COLORREF color = (i % 3 == 0) ? RGB(255, 248, 220) : baseColor;
AddParticle(
boardX + (rand() % 31) - 15,
boardY + (rand() % 31) - 15,
velocityX,
velocityY,
strongBurst ? (4 + rand() % 5) : (3 + rand() % 4),
color);
}
}
static void QueueLineClearEffect(const int* rows, int rowCount, int linesCleared)
{
if (rows == nullptr || rowCount <= 0 || linesCleared <= 0)
{
return;
}
if (rowCount > 8)
{
rowCount = 8;
}
pendingLineClearEffectTicks = 1;
pendingLineClearEffectRowCount = rowCount;
pendingLineClearEffectLineCount = linesCleared;
for (int i = 0; i < rowCount; i++)
{
pendingLineClearEffectRows[i] = rows[i];
}
}
void PlayPendingLineClearEffect()
{
if (pendingLineClearEffectTicks <= 0)
{
return;
}
pendingLineClearEffectTicks = 0;
TriggerLineClearEffect(
pendingLineClearEffectRows,
pendingLineClearEffectRowCount,
pendingLineClearEffectLineCount);
pendingLineClearEffectRowCount = 0;
pendingLineClearEffectLineCount = 0;
}
void TriggerLineClearEffect(const int* rows, int rowCount, int linesCleared)
{
if (rows == nullptr || rowCount <= 0 || linesCleared <= 0)
{
return;
}
if (rowCount > 8)
{
rowCount = 8;
}
clearEffectState.ticks = 16;
clearEffectState.totalTicks = 16;
clearEffectState.rowCount = rowCount;
int rowSum = 0;
for (int i = 0; i < rowCount; i++)
{
clearEffectState.rows[i] = rows[i];
rowSum += rows[i];
for (int x = 0; x < nGameWidth; x++)
{
COLORREF particleColor = BrickColor[(x + rows[i]) % 7];
int centerX = x * 100 + 50;
int centerY = rows[i] * 100 + 50;
AddBurstParticles(centerX, centerY, particleColor, linesCleared >= 4);
if (linesCleared >= 4)
{
AddParticle(
centerX,
centerY,
((x < nGameWidth / 2) ? -1 : 1) * (16 + rand() % 12),
-16 - rand() % 10,
4 + rand() % 3,
RGB(255, 238, 120));
}
}
}
TCHAR text[64];
if (linesCleared >= 4)
{
_stprintf_s(text, _T("TETRIS"));
}
else
{
_stprintf_s(text, _T("%d LINE%s"), linesCleared, linesCleared > 1 ? _T("S") : _T(""));
}
AddFloatingText(nGameWidth * 50, (rowSum * 100 / rowCount) - 20, text, linesCleared >= 4 ? RGB(255, 232, 120) : RGB(255, 250, 252));
}
void TriggerCellClearEffect(const Point* cells, int cellCount, bool strongBurst)
{
if (cells == nullptr || cellCount <= 0)
{
return;
}
for (int i = 0; i < cellCount; i++)
{
if (cells[i].x < 0 || cells[i].x >= nGameWidth || cells[i].y < 0 || cells[i].y >= nGameHeight)
{
continue;
}
COLORREF particleColor = BrickColor[(cells[i].x + cells[i].y) % 7];
AddBurstParticles(cells[i].x * 100 + 50, cells[i].y * 100 + 50, particleColor, strongBurst);
}
}
bool IsPiecePlacementValid(int pieceType, int pieceState, Point position)
{
for (int i = 0; i < 4; i++)
{
for (int j = 0; j < 4; j++)
{
if (bricks[pieceType][pieceState][i][j] == 0)
{
continue;
}
int checkY = position.y + i;
int checkX = position.x + j;
if (checkX < 0 || checkX >= nGameWidth || checkY >= GetRoguePlayableHeight())
{
return false;
}
if (checkY >= 0 && workRegion[checkY][checkX] != 0)
{
return false;
}
}
}
return true;
}
/**
* @brief 判断当前方块是否可以继续向下移动。
*
@@ -650,13 +283,6 @@ bool CanMoveRight()
return true;
}
static bool TryRotateWithOffset(int nextState, int offsetX)
{
Point rotatedPoint = point;
rotatedPoint.x += offsetX;
return IsPiecePlacementValid(type, nextState, rotatedPoint);
}
/**
* @brief 将当前活动方块向下移动一格。
*
@@ -1198,80 +824,3 @@ void Restart()
ComputeTarget();
}
void ReviveAfterVideo()
{
if (!gameOverFlag || !reviveAvailable)
{
return;
}
reviveAvailable = false;
gameOverFlag = false;
suspendFlag = false;
currentScreen = SCREEN_PLAYING;
int playableHeight = GetRoguePlayableHeight();
int rowsToClear = playableHeight / 3;
if (rowsToClear < 5)
{
rowsToClear = 5;
}
for (int y = 0; y < rowsToClear && y < playableHeight; y++)
{
for (int x = 0; x < nGameWidth; x++)
{
workRegion[y][x] = 0;
}
}
type = ConsumeNextType();
nType = nextTypes[0];
state = 0;
holdUsedThisTurn = false;
RollCurrentPieceSpecialFlags(true);
point = GetSpawnPoint(type);
target = point;
ComputeTarget();
SetFeedbackMessage(_T("复活成功"), _T("已清理顶部空间,本局复活机会已用完。"), 14);
}
void StartGameWithMode(int mode)
{
currentMode = mode;
currentScreen = SCREEN_PLAYING;
Restart();
currentFallInterval = (currentMode == MODE_ROGUE) ? GetRogueFallInterval() : 500;
tScore = (currentMode == MODE_CLASSIC) ? classicStats.score : rogueStats.score;
}
void ReturnToMainMenu()
{
currentScreen = SCREEN_MENU;
suspendFlag = false;
gameOverFlag = false;
ResetVisualEffects();
ResetPendingRogueVisualEvents();
pendingLineClearEffectTicks = 0;
pendingLineClearEffectRowCount = 0;
pendingLineClearEffectLineCount = 0;
menuState.optionCount = 3;
upgradeUiState.pendingCount = 0;
upgradeUiState.picksRemaining = 0;
upgradeUiState.markedCount = 0;
if (menuState.selectedIndex < 0 || menuState.selectedIndex >= menuState.optionCount)
{
menuState.selectedIndex = 0;
}
}
void OpenRulesScreen()
{
currentScreen = SCREEN_RULES;
suspendFlag = false;
helpState.selectedIndex = 0;
helpState.optionCount = 3;
helpState.currentPage = 0;
}
+506
View File
@@ -0,0 +1,506 @@
#include "stdafx.h"
#include "TetrisLogicInternal.h"
int pendingLineClearEffectTicks = 0;
int pendingLineClearEffectRows[8] = {};
int pendingLineClearEffectRowCount = 0;
int pendingLineClearEffectLineCount = 0;
/**
* @brief 重置经典或 Rogue 模式使用的玩家统计数据。
*/
void ResetPlayerStats(PlayerStats& stats, bool useRogueRules)
{
stats.score = 0;
stats.level = 1;
stats.exp = 0;
stats.requiredExp = useRogueRules ? 10 : 0;
stats.totalLinesCleared = 0;
stats.scoreMultiplierPercent = 100;
stats.expMultiplierPercent = 100;
stats.slowFallStacks = 0;
stats.comboBonusStacks = 0;
stats.comboChain = 0;
stats.previewCount = 1;
stats.lastChanceCount = 0;
stats.scoreUpgradeLevel = 0;
stats.expUpgradeLevel = 0;
stats.previewUpgradeLevel = 0;
stats.lastChanceUpgradeLevel = 0;
stats.holdUnlocked = 0;
stats.pressureReliefLevel = 0;
stats.sweeperLevel = 0;
stats.sweeperCharge = 0;
stats.explosiveLevel = 0;
stats.explosivePieceCounter = 0;
stats.chainBlastLevel = 0;
stats.chainBombLevel = 0;
stats.laserLevel = 0;
stats.thunderTetrisLevel = 0;
stats.thunderLaserLevel = 0;
stats.feverLevel = 0;
stats.rageStackLevel = 0;
stats.infiniteFeverLevel = 0;
stats.feverLineCharge = 0;
stats.feverTicks = 0;
stats.screenBombLevel = 0;
stats.screenBombCharge = 0;
stats.screenBombCount = 0;
stats.terminalClearLevel = 0;
stats.dualChoiceLevel = 0;
stats.destinyWheelLevel = 0;
stats.perfectRotateLevel = 0;
stats.timeDilationLevel = 0;
stats.timeDilationTicks = 0;
stats.highPressureLevel = 0;
stats.tetrisGambleLevel = 0;
stats.extremePlayerLevel = 0;
stats.extremeSlowTicks = 0;
stats.extremeDangerTicks = 30;
stats.extremeDangerLevel = 0;
stats.upgradeShockwaveLevel = 0;
stats.evolutionImpactLevel = 0;
stats.controlMasterLevel = 0;
stats.holdSlowTicks = 0;
stats.blockStormLevel = 0;
stats.blockStormPiecesRemaining = 0;
stats.blackHoleLevel = 0;
stats.blackHoleCharges = 0;
stats.reshapeLevel = 0;
stats.reshapeCharges = 0;
stats.rainbowPieceLevel = 0;
stats.voidCoreLevel = 0;
stats.pendingRainbowPieceCount = 0;
stats.stableStructureLevel = 0;
stats.doubleGrowthLevel = 0;
stats.gamblerLevel = 0;
stats.difficultyElapsedMs = 0;
stats.difficultyLevel = 0;
stats.lockedRows = 0;
for (int i = 0; i < 7; i++)
{
stats.pieceTuningLevels[i] = 0;
}
}
/**
* @brief 设置界面右侧显示的即时反馈标题、内容和持续时间。
*/
void SetFeedbackMessage(const TCHAR* title, const TCHAR* detail, int ticks)
{
feedbackState.visibleTicks = ticks;
lstrcpyn(feedbackState.title, title, sizeof(feedbackState.title) / sizeof(TCHAR));
lstrcpyn(feedbackState.detail, detail, sizeof(feedbackState.detail) / sizeof(TCHAR));
}
/**
* @brief 清空所有消行、浮动文字和粒子视觉效果。
*/
void ResetVisualEffects()
{
clearEffectState.ticks = 0;
clearEffectState.totalTicks = 0;
clearEffectState.rowCount = 0;
for (int i = 0; i < 8; i++)
{
floatingTextEffects[i].ticks = 0;
}
for (int i = 0; i < 96; i++)
{
particleEffects[i].ticks = 0;
}
}
/**
* @brief 推进视觉效果计时,并返回是否仍有动画需要刷新。
*/
bool TickVisualEffects()
{
bool active = false;
if (clearEffectState.ticks > 0)
{
clearEffectState.ticks--;
active = true;
}
for (int i = 0; i < 8; i++)
{
if (floatingTextEffects[i].ticks > 0)
{
floatingTextEffects[i].ticks--;
active = true;
}
}
for (int i = 0; i < 96; i++)
{
if (particleEffects[i].ticks > 0)
{
particleEffects[i].ticks--;
active = true;
}
}
return active;
}
/**
* @brief 添加一段棋盘坐标系中的浮动文字效果。
*/
static void AddFloatingText(int boardX, int boardY, const TCHAR* text, COLORREF color)
{
for (int i = 0; i < 8; i++)
{
if (floatingTextEffects[i].ticks <= 0)
{
floatingTextEffects[i].ticks = 22;
floatingTextEffects[i].totalTicks = 22;
floatingTextEffects[i].boardX = boardX;
floatingTextEffects[i].boardY = boardY;
floatingTextEffects[i].color = color;
lstrcpyn(floatingTextEffects[i].text, text, sizeof(floatingTextEffects[i].text) / sizeof(TCHAR));
return;
}
}
}
/**
* @brief 添加一个棋盘坐标系中的粒子效果。
*/
static void AddParticle(int boardX, int boardY, int velocityX, int velocityY, int size, COLORREF color)
{
for (int i = 0; i < 96; i++)
{
if (particleEffects[i].ticks <= 0)
{
particleEffects[i].ticks = 12 + rand() % 7;
particleEffects[i].totalTicks = particleEffects[i].ticks;
particleEffects[i].boardX = boardX;
particleEffects[i].boardY = boardY;
particleEffects[i].velocityX = velocityX;
particleEffects[i].velocityY = velocityY;
particleEffects[i].size = size;
particleEffects[i].color = color;
return;
}
}
}
/**
* @brief 在指定棋盘坐标周围生成一组爆裂粒子。
*/
static void AddBurstParticles(int boardX, int boardY, COLORREF baseColor, bool strongBurst)
{
int burstCount = strongBurst ? 4 : 2;
for (int i = 0; i < burstCount; i++)
{
int angleSeed = rand() % 8;
int speed = strongBurst ? (9 + rand() % 9) : (6 + rand() % 7);
int velocityX = 0;
int velocityY = 0;
switch (angleSeed)
{
case 0:
velocityX = speed;
velocityY = -rand() % 4;
break;
case 1:
velocityX = -speed;
velocityY = -rand() % 4;
break;
case 2:
velocityX = (rand() % 5) - 2;
velocityY = -speed;
break;
case 3:
velocityX = (rand() % 5) - 2;
velocityY = speed / 2;
break;
case 4:
velocityX = speed;
velocityY = -speed;
break;
case 5:
velocityX = -speed;
velocityY = -speed;
break;
case 6:
velocityX = speed;
velocityY = speed / 3;
break;
default:
velocityX = -speed;
velocityY = speed / 3;
break;
}
velocityX += (rand() % 7) - 3;
velocityY += (rand() % 7) - 3;
COLORREF color = (i % 3 == 0) ? RGB(255, 248, 220) : baseColor;
AddParticle(
boardX + (rand() % 31) - 15,
boardY + (rand() % 31) - 15,
velocityX,
velocityY,
strongBurst ? (4 + rand() % 5) : (3 + rand() % 4),
color);
}
}
/**
* @brief 暂存消行动画,等待升级选择结束后再播放。
*/
void QueueLineClearEffect(const int* rows, int rowCount, int linesCleared)
{
if (rows == nullptr || rowCount <= 0 || linesCleared <= 0)
{
return;
}
if (rowCount > 8)
{
rowCount = 8;
}
pendingLineClearEffectTicks = 1;
pendingLineClearEffectRowCount = rowCount;
pendingLineClearEffectLineCount = linesCleared;
for (int i = 0; i < rowCount; i++)
{
pendingLineClearEffectRows[i] = rows[i];
}
}
/**
* @brief 播放之前暂存的消行动画。
*/
void PlayPendingLineClearEffect()
{
if (pendingLineClearEffectTicks <= 0)
{
return;
}
pendingLineClearEffectTicks = 0;
TriggerLineClearEffect(
pendingLineClearEffectRows,
pendingLineClearEffectRowCount,
pendingLineClearEffectLineCount);
pendingLineClearEffectRowCount = 0;
pendingLineClearEffectLineCount = 0;
}
/**
* @brief 触发标准消行动画和浮动文字。
*/
void TriggerLineClearEffect(const int* rows, int rowCount, int linesCleared)
{
if (rows == nullptr || rowCount <= 0 || linesCleared <= 0)
{
return;
}
if (rowCount > 8)
{
rowCount = 8;
}
clearEffectState.ticks = 16;
clearEffectState.totalTicks = 16;
clearEffectState.rowCount = rowCount;
int rowSum = 0;
for (int i = 0; i < rowCount; i++)
{
clearEffectState.rows[i] = rows[i];
rowSum += rows[i];
for (int x = 0; x < nGameWidth; x++)
{
COLORREF particleColor = BrickColor[(x + rows[i]) % 7];
int centerX = x * 100 + 50;
int centerY = rows[i] * 100 + 50;
AddBurstParticles(centerX, centerY, particleColor, linesCleared >= 4);
if (linesCleared >= 4)
{
AddParticle(
centerX,
centerY,
((x < nGameWidth / 2) ? -1 : 1) * (16 + rand() % 12),
-16 - rand() % 10,
4 + rand() % 3,
RGB(255, 238, 120));
}
}
}
TCHAR text[64];
if (linesCleared >= 4)
{
_stprintf_s(text, _T("TETRIS"));
}
else
{
_stprintf_s(text, _T("%d LINE%s"), linesCleared, linesCleared > 1 ? _T("S") : _T(""));
}
AddFloatingText(nGameWidth * 50, (rowSum * 100 / rowCount) - 20, text, linesCleared >= 4 ? RGB(255, 232, 120) : RGB(255, 250, 252));
}
/**
* @brief 为指定棋盘格集合触发清除粒子效果。
*/
void TriggerCellClearEffect(const Point* cells, int cellCount, bool strongBurst)
{
if (cells == nullptr || cellCount <= 0)
{
return;
}
for (int i = 0; i < cellCount; i++)
{
if (cells[i].x < 0 || cells[i].x >= nGameWidth || cells[i].y < 0 || cells[i].y >= nGameHeight)
{
continue;
}
COLORREF particleColor = BrickColor[(cells[i].x + cells[i].y) % 7];
AddBurstParticles(cells[i].x * 100 + 50, cells[i].y * 100 + 50, particleColor, strongBurst);
}
}
/**
* @brief 判断指定方块、旋转状态和位置是否可以合法放置。
*/
bool IsPiecePlacementValid(int pieceType, int pieceState, Point position)
{
for (int i = 0; i < 4; i++)
{
for (int j = 0; j < 4; j++)
{
if (bricks[pieceType][pieceState][i][j] == 0)
{
continue;
}
int checkY = position.y + i;
int checkX = position.x + j;
if (checkX < 0 || checkX >= nGameWidth || checkY >= GetRoguePlayableHeight())
{
return false;
}
if (checkY >= 0 && workRegion[checkY][checkX] != 0)
{
return false;
}
}
}
return true;
}
/**
* @brief 尝试把旋转后的方块横向偏移指定格数后放置。
*/
bool TryRotateWithOffset(int nextState, int offsetX)
{
Point rotatedPoint = point;
rotatedPoint.x += offsetX;
return IsPiecePlacementValid(type, nextState, rotatedPoint);
}
/**
* @brief 视频复活后清理顶部空间并恢复一局游戏。
*/
void ReviveAfterVideo()
{
if (!gameOverFlag || !reviveAvailable)
{
return;
}
reviveAvailable = false;
gameOverFlag = false;
suspendFlag = false;
currentScreen = SCREEN_PLAYING;
int playableHeight = GetRoguePlayableHeight();
int rowsToClear = playableHeight / 3;
if (rowsToClear < 5)
{
rowsToClear = 5;
}
for (int y = 0; y < rowsToClear && y < playableHeight; y++)
{
for (int x = 0; x < nGameWidth; x++)
{
workRegion[y][x] = 0;
}
}
type = ConsumeNextType();
nType = nextTypes[0];
state = 0;
holdUsedThisTurn = false;
RollCurrentPieceSpecialFlags(true);
point = GetSpawnPoint(type);
target = point;
ComputeTarget();
SetFeedbackMessage(_T("复活成功"), _T("已清理顶部空间,本局复活机会已用完。"), 14);
}
/**
* @brief 按指定模式开始新游戏。
*/
void StartGameWithMode(int mode)
{
currentMode = mode;
currentScreen = SCREEN_PLAYING;
Restart();
currentFallInterval = (currentMode == MODE_ROGUE) ? GetRogueFallInterval() : 500;
tScore = (currentMode == MODE_CLASSIC) ? classicStats.score : rogueStats.score;
}
/**
* @brief 返回主菜单并清理游戏中的临时界面状态。
*/
void ReturnToMainMenu()
{
currentScreen = SCREEN_MENU;
suspendFlag = false;
gameOverFlag = false;
ResetVisualEffects();
ResetPendingRogueVisualEvents();
pendingLineClearEffectTicks = 0;
pendingLineClearEffectRowCount = 0;
pendingLineClearEffectLineCount = 0;
menuState.optionCount = 3;
upgradeUiState.pendingCount = 0;
upgradeUiState.picksRemaining = 0;
upgradeUiState.markedCount = 0;
if (menuState.selectedIndex < 0 || menuState.selectedIndex >= menuState.optionCount)
{
menuState.selectedIndex = 0;
}
}
/**
* @brief 打开规则说明界面并重置说明页状态。
*/
void OpenRulesScreen()
{
currentScreen = SCREEN_RULES;
suspendFlag = false;
helpState.selectedIndex = 0;
helpState.optionCount = 3;
helpState.currentPage = 0;
}
+164
View File
@@ -1,6 +1,14 @@
#include "stdafx.h"
#include "TetrisLogicInternal.h"
/**
* @brief Rogue 创新玩法独立实现文件。
*
* 本文件集中放置从基础俄罗斯方块版本扩展出的创新设计,包括强化池、
* 等级成长、特殊方块、主动技能、难度收缩、连锁奖励和升级选择流程。
* 代码保持过程式函数组织,不使用 class、继承或多态。
*/
enum UpgradeId
{
UPGRADE_SCORE_MULTIPLIER = 0,
@@ -127,6 +135,9 @@ static void ApplyUpgradeById(int upgradeId, int targetPieceType, int applyCount)
static void ApplyDestinyCurse();
static void ClearLockedRows();
/**
* @brief 限制 Rogue 模式的下一方块预览数量。
*/
static int GetNextPreviewLimit()
{
if (currentMode != MODE_ROGUE)
@@ -147,6 +158,9 @@ static int GetNextPreviewLimit()
return rogueStats.previewCount;
}
/**
* @brief 获取 Rogue 难度系统当前封锁的底部行数。
*/
int GetRogueLockedRows()
{
if (currentMode != MODE_ROGUE)
@@ -162,11 +176,17 @@ int GetRogueLockedRows()
return rogueStats.lockedRows > kMaxRogueLockedRows ? kMaxRogueLockedRows : rogueStats.lockedRows;
}
/**
* @brief 计算当前模式下棋盘可操作区域的高度。
*/
int GetRoguePlayableHeight()
{
return nGameHeight - GetRogueLockedRows();
}
/**
* @brief 清空 Rogue 模式中被难度系统封锁的底部区域。
*/
static void ClearLockedRows()
{
int lockedRows = GetRogueLockedRows();
@@ -184,6 +204,9 @@ static void ClearLockedRows()
}
}
/**
* @brief 根据经过时间推进 Rogue 难度、封锁行数和下落速度。
*/
void AdvanceRogueDifficulty(int elapsedMs)
{
if (currentMode != MODE_ROGUE || currentScreen != SCREEN_PLAYING || suspendFlag || gameOverFlag || elapsedMs <= 0)
@@ -232,6 +255,9 @@ void AdvanceRogueDifficulty(int elapsedMs)
SetFeedbackMessage(lockedRowsChanged ? _T("战场收缩") : _T("压力升高"), difficultyDetail, 12);
}
/**
* @brief 读取指定强化在当前 Rogue 属性中的等级或拥有状态。
*/
static int GetUpgradeCurrentLevel(int upgradeId)
{
switch (upgradeId)
@@ -319,6 +345,9 @@ static int GetUpgradeCurrentLevel(int upgradeId)
}
}
/**
* @brief 返回进化类强化在界面中展示的合成路线说明。
*/
const TCHAR* GetUpgradeSynthesisPath(int upgradeId)
{
switch (upgradeId)
@@ -346,6 +375,9 @@ const TCHAR* GetUpgradeSynthesisPath(int upgradeId)
}
}
/**
* @brief 获取指定强化的基础稀有度分类。
*/
static int GetUpgradeBaseRarity(int upgradeId)
{
switch (upgradeId)
@@ -390,6 +422,9 @@ static int GetUpgradeBaseRarity(int upgradeId)
}
}
/**
* @brief 判断指定强化是否已被更高阶合成强化替代。
*/
static bool IsUpgradePrerequisiteConsumed(int upgradeId)
{
switch (upgradeId)
@@ -425,6 +460,9 @@ static bool IsUpgradePrerequisiteConsumed(int upgradeId)
}
}
/**
* @brief 根据当前局势动态计算强化选项的抽取权重。
*/
static int GetUpgradeDynamicWeight(const UpgradeEntry& entry)
{
int weight = entry.baseWeight;
@@ -484,6 +522,9 @@ static int GetUpgradeDynamicWeight(const UpgradeEntry& entry)
return weight < 1 ? 1 : weight;
}
/**
* @brief 把方块类型编号转换为界面展示用的短名称。
*/
static const TCHAR* GetPieceShortName(int pieceType)
{
static const TCHAR* kNames[7] =
@@ -499,6 +540,9 @@ static const TCHAR* GetPieceShortName(int pieceType)
return kNames[pieceType];
}
/**
* @brief 判断强化是否满足当前等级、前置和互斥条件。
*/
static bool IsUpgradeSelectable(const UpgradeEntry& entry)
{
if (IsUpgradePrerequisiteConsumed(entry.id))
@@ -581,6 +625,9 @@ static bool IsUpgradeSelectable(const UpgradeEntry& entry)
return GetUpgradeCurrentLevel(entry.id) < entry.maxLevel;
}
/**
* @brief 查找棋盘中最高的已占用行,用于评估局势压力。
*/
static int GetTopOccupiedRow()
{
for (int i = 0; i < GetRoguePlayableHeight(); i++)
@@ -597,6 +644,9 @@ static int GetTopOccupiedRow()
return -1;
}
/**
* @brief 计算底线清道夫触发一次自动清底需要的消行充能。
*/
static int GetSweeperThreshold()
{
int reduction = (rogueStats.sweeperLevel - 1);
@@ -604,6 +654,9 @@ static int GetSweeperThreshold()
return threshold < 2 ? 2 : threshold;
}
/**
* @brief 根据爆破强化等级随机判定当前方块是否获得爆破特性。
*/
static bool RollExplosivePiece()
{
if (currentMode != MODE_ROGUE || rogueStats.explosiveLevel <= 0)
@@ -636,6 +689,9 @@ static bool RollExplosivePiece()
return true;
}
/**
* @brief 根据激光强化等级随机判定当前方块是否获得激光特性。
*/
static bool RollLaserPiece()
{
if (currentMode != MODE_ROGUE || rogueStats.laserLevel <= 0)
@@ -661,6 +717,9 @@ static bool RollLaserPiece()
return (rand() % 100) < chancePercent;
}
/**
* @brief 根据十字强化等级随机判定当前方块是否获得十字清除特性。
*/
static bool RollCrossPiece()
{
if (currentMode != MODE_ROGUE || rogueStats.crossPieceLevel <= 0)
@@ -686,6 +745,9 @@ static bool RollCrossPiece()
return (rand() % 100) < chancePercent;
}
/**
* @brief 根据彩虹强化等级随机判定当前方块是否获得彩虹补洞特性。
*/
static bool RollRainbowPiece()
{
if (currentMode != MODE_ROGUE || rogueStats.rainbowPieceLevel <= 0)
@@ -701,11 +763,17 @@ static bool RollRainbowPiece()
return (rand() % 100) < chancePercent;
}
/**
* @brief 判断棋盘格是否属于彩虹方块固定后的特殊格。
*/
bool IsRainbowBoardCell(int cellValue)
{
return cellValue == 8;
}
/**
* @brief 触发小型黑洞,随机吞噬限定数量的固定方块。
*/
int TriggerMiniBlackHole(int maxCellsToClear)
{
int blockCounts[8] = { 0 };
@@ -761,6 +829,9 @@ int TriggerMiniBlackHole(int maxCellsToClear)
return clearedCellCount;
}
/**
* @brief 为当前活动方块刷新爆破、激光、十字和彩虹等特殊标记。
*/
void RollCurrentPieceSpecialFlags(bool allowRandomSpecials)
{
if (!allowRandomSpecials)
@@ -788,6 +859,9 @@ void RollCurrentPieceSpecialFlags(bool allowRandomSpecials)
currentPieceIsRainbow = !currentPieceIsExplosive && !currentPieceIsLaser && !currentPieceIsCross && RollRainbowPiece();
}
/**
* @brief 以指定棋盘格为中心清除爆破范围内的固定方块。
*/
int ClearExplosiveAreaAt(int centerY, int centerX)
{
int radius = (currentMode == MODE_ROGUE && rogueStats.chainBombLevel > 0) ? 2 : 1;
@@ -818,6 +892,9 @@ int ClearExplosiveAreaAt(int centerY, int centerX)
return clearedCellCount;
}
/**
* @brief 清除指定列中的所有固定方块并返回清除数量。
*/
int ClearColumnAt(int column)
{
int clearedCellCount = 0;
@@ -846,6 +923,9 @@ int ClearColumnAt(int column)
return clearedCellCount;
}
/**
* @brief 清除指定行中的所有固定方块并返回清除数量。
*/
int ClearRowAt(int row)
{
int clearedCellCount = 0;
@@ -874,6 +954,9 @@ int ClearRowAt(int row)
return clearedCellCount;
}
/**
* @brief 让彩虹方块尝试补齐其覆盖行内的空缺格。
*/
int TriggerRainbowRowCompletion(int minRow, int maxRow)
{
int filledCellCount = 0;
@@ -916,6 +999,9 @@ int TriggerRainbowRowCompletion(int minRow, int maxRow)
return filledCellCount;
}
/**
* @brief 触发黑洞,吞噬棋盘中数量最多的一类固定方块。
*/
static int TriggerBlackHole()
{
int blockCounts[8] = { 0 };
@@ -970,6 +1056,9 @@ static int TriggerBlackHole()
return clearedCellCount;
}
/**
* @brief 引爆清屏炸弹,清除当前可玩区域底部多行方块。
*/
int TriggerScreenBomb()
{
int clearedCellCount = 0;
@@ -1003,6 +1092,9 @@ int TriggerScreenBomb()
return clearedCellCount;
}
/**
* @brief 围绕消行位置触发连锁火花,随机破坏附近固定方块。
*/
static int TriggerChainBlast(int lineAnchor)
{
if (currentMode != MODE_ROGUE || rogueStats.chainBlastLevel <= 0)
@@ -1044,6 +1136,9 @@ static int TriggerChainBlast(int lineAnchor)
return clearedCellCount;
}
/**
* @brief 根据 Rogue 强化和权重系统随机生成下一个方块类型。
*/
static int RollNextPieceType()
{
if (currentMode == MODE_ROGUE && rogueStats.blockStormPiecesRemaining > 0)
@@ -1082,6 +1177,9 @@ static int RollNextPieceType()
return rand() % 7;
}
/**
* @brief 尝试用稳定结构强化填补局部空洞并返回填补数量。
*/
int TryStabilizeBoard()
{
if (currentMode != MODE_ROGUE || rogueStats.stableStructureLevel <= 0)
@@ -1129,6 +1227,9 @@ int TryStabilizeBoard()
return 0;
}
/**
* @brief 重置下一方块队列并按当前预览上限填充。
*/
void ResetNextQueue()
{
for (int i = 0; i < 3; i++)
@@ -1137,6 +1238,9 @@ void ResetNextQueue()
}
}
/**
* @brief 取出队首方块并补充新的下一方块。
*/
int ConsumeNextType()
{
int nextType = nextTypes[0];
@@ -1146,6 +1250,9 @@ int ConsumeNextType()
return nextType;
}
/**
* @brief 按 Rogue 规则计算指定消行数对应的基础得分。
*/
static int GetRogueScoreByLines(int linesCleared)
{
switch (linesCleared)
@@ -1158,6 +1265,9 @@ static int GetRogueScoreByLines(int linesCleared)
}
}
/**
* @brief 按 Rogue 规则计算指定消行数对应的基础经验。
*/
static int GetRogueExpByLines(int linesCleared)
{
switch (linesCleared)
@@ -1170,6 +1280,9 @@ static int GetRogueExpByLines(int linesCleared)
}
}
/**
* @brief 结算经验条并返回本次连续升级次数。
*/
static int ApplyLevelProgress(PlayerStats& stats)
{
int levelUps = 0;
@@ -1185,6 +1298,9 @@ static int ApplyLevelProgress(PlayerStats& stats)
return levelUps;
}
/**
* @brief 触发升级冲击波,清除底部指定数量的行。
*/
static int TriggerUpgradeShockwave(int rowsToClear)
{
int clearedRows = 0;
@@ -1198,6 +1314,9 @@ static int TriggerUpgradeShockwave(int rowsToClear)
return clearedRows;
}
/**
* @brief 按权重和当前局势生成升级菜单中的候选强化。
*/
static void FillUpgradeOptions()
{
int selectableIndexes[kUpgradePoolSize] = { 0 };
@@ -1289,6 +1408,9 @@ static void FillUpgradeOptions()
}
}
/**
* @brief 综合难度、强化和临时状态计算 Rogue 模式下落间隔。
*/
int GetRogueFallInterval()
{
int baseInterval = 500 + rogueStats.slowFallStacks * 80;
@@ -1337,6 +1459,9 @@ int GetRogueFallInterval()
return baseInterval;
}
/**
* @brief 根据强化编号把对应效果写入 Rogue 属性。
*/
static void ApplyUpgradeById(int upgradeId, int targetPieceType, int applyCount)
{
if (applyCount <= 0)
@@ -1518,6 +1643,9 @@ static void ApplyUpgradeById(int upgradeId, int targetPieceType, int applyCount)
}
}
/**
* @brief 为技能清除的格子结算得分和经验奖励。
*/
void AwardRogueSkillClearRewards(int clearedCells, int& scoreGain, int& expGain, bool allowLevelProgress)
{
scoreGain = 0;
@@ -1577,6 +1705,9 @@ void AwardRogueSkillClearRewards(int clearedCells, int& scoreGain, int& expGain,
}
}
/**
* @brief 检查 Rogue 经验是否升级,并在需要时打开强化选择界面。
*/
void CheckRogueLevelProgress()
{
if (currentMode != MODE_ROGUE || currentScreen != SCREEN_PLAYING)
@@ -1624,6 +1755,9 @@ void CheckRogueLevelProgress()
OpenUpgradeMenu();
}
/**
* @brief 对棋盘固定方块应用重力,使悬空方块自然下落。
*/
void ApplyBoardGravity()
{
int playableHeight = GetRoguePlayableHeight();
@@ -1648,6 +1782,9 @@ void ApplyBoardGravity()
}
}
/**
* @brief 结算一次标准消行带来的 Rogue 得分、经验、连击和派生效果。
*/
void ApplyLineClearResult(int linesCleared)
{
if (linesCleared <= 0)
@@ -1929,6 +2066,9 @@ void ApplyLineClearResult(int linesCleared)
currentFallInterval = GetRogueFallInterval();
}
/**
* @brief 应用命运轮盘的诅咒,提高下一次升级所需经验。
*/
static void ApplyDestinyCurse()
{
rogueStats.requiredExp = rogueStats.requiredExp * 125 / 100;
@@ -1938,6 +2078,9 @@ static void ApplyDestinyCurse()
}
}
/**
* @brief 在升级选择结束后处理延迟触发的升级冲击波。
*/
static void ResolvePendingUpgradeShockwave()
{
if (pendingUpgradeShockwaveRows <= 0)
@@ -1984,12 +2127,18 @@ static void ResolvePendingUpgradeShockwave()
}
}
/**
* @brief 重置 Rogue 模式中等待播放的特殊视觉事件。
*/
void ResetPendingRogueVisualEvents()
{
pendingUpgradeShockwaveRows = 0;
pendingEvolutionImpactShockwave = false;
}
/**
* @brief 在 Rogue 模式中打开升级强化选择界面。
*/
void OpenUpgradeMenu()
{
if (currentMode != MODE_ROGUE || upgradeUiState.pendingCount <= 0)
@@ -2001,6 +2150,9 @@ void OpenUpgradeMenu()
currentScreen = SCREEN_UPGRADE;
}
/**
* @brief 确认升级菜单中的选择并应用对应强化效果。
*/
void ConfirmUpgradeSelection()
{
if (currentScreen != SCREEN_UPGRADE || upgradeUiState.optionCount <= 0)
@@ -2205,6 +2357,9 @@ void ConfirmUpgradeSelection()
PlayPendingLineClearEffect();
}
/**
* @brief 执行 Hold 操作,在备用仓与当前方块之间交换。
*/
void HoldCurrentPiece()
{
if (currentMode != MODE_ROGUE || currentScreen != SCREEN_PLAYING || suspendFlag || gameOverFlag)
@@ -2266,6 +2421,9 @@ void HoldCurrentPiece()
}
}
/**
* @brief 响应玩家主动使用清屏炸弹的操作。
*/
void UseScreenBomb()
{
if (currentMode != MODE_ROGUE || currentScreen != SCREEN_PLAYING || suspendFlag || gameOverFlag)
@@ -2303,6 +2461,9 @@ void UseScreenBomb()
ComputeTarget();
}
/**
* @brief 响应玩家主动释放黑洞的操作。
*/
void UseBlackHole()
{
if (currentMode != MODE_ROGUE || currentScreen != SCREEN_PLAYING || suspendFlag || gameOverFlag)
@@ -2364,6 +2525,9 @@ void UseBlackHole()
ComputeTarget();
}
/**
* @brief 响应玩家主动使用空中换形,将当前方块重塑为 I 块。
*/
void UseAirReshape()
{
if (currentMode != MODE_ROGUE || currentScreen != SCREEN_PLAYING || suspendFlag || gameOverFlag)