代码结构整理
This commit is contained in:
@@ -4,20 +4,97 @@
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extern Point pendingChainBombCenter;
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extern bool pendingChainBombFollowup;
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extern int pendingLineClearEffectTicks;
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extern int pendingLineClearEffectRows[8];
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extern int pendingLineClearEffectRowCount;
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extern int pendingLineClearEffectLineCount;
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/**
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* @brief 计算指定方块在棋盘顶部的统一生成位置。
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*/
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Point GetSpawnPoint(int brickType);
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/**
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* @brief 重置经典或 Rogue 模式使用的玩家统计数据。
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*/
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void ResetPlayerStats(PlayerStats& stats, bool useRogueRules);
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/**
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* @brief 设置界面右侧显示的即时反馈标题、内容和持续时间。
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*/
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void SetFeedbackMessage(const TCHAR* title, const TCHAR* detail, int ticks);
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/**
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* @brief 判断指定方块、旋转状态和位置是否可以合法放置。
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*/
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bool IsPiecePlacementValid(int pieceType, int pieceState, Point position);
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/**
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* @brief 判断棋盘格是否为彩虹特殊方块。
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*/
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bool IsRainbowBoardCell(int cellValue);
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/**
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* @brief 触发小型黑洞并返回被清除的固定方块数量。
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*/
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int TriggerMiniBlackHole(int maxCellsToClear);
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/**
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* @brief 触发彩虹方块补洞效果并返回补齐格数。
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*/
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int TriggerRainbowRowCompletion(int minRow, int maxRow);
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/**
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* @brief 引爆清屏炸弹并返回清除格数。
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*/
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int TriggerScreenBomb();
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/**
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* @brief 清除指定中心点周围的爆破范围并返回清除格数。
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*/
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int ClearExplosiveAreaAt(int centerY, int centerX);
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/**
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* @brief 清除指定列并返回清除格数。
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*/
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int ClearColumnAt(int column);
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/**
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* @brief 清除指定行并返回清除格数。
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*/
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int ClearRowAt(int row);
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/**
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* @brief 尝试填补局部空洞以稳定棋盘结构。
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*/
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int TryStabilizeBoard();
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/**
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* @brief 为当前方块刷新 Rogue 特殊方块标记。
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*/
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void RollCurrentPieceSpecialFlags(bool allowRandomSpecials);
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/**
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* @brief 暂存消行动画,等待升级选择结束后再播放。
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*/
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void QueueLineClearEffect(const int* rows, int rowCount, int linesCleared);
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/**
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* @brief 尝试把旋转后的方块横向偏移指定格数后放置。
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*/
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bool TryRotateWithOffset(int nextState, int offsetX);
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/**
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* @brief 重置下一方块预览队列。
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*/
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void ResetNextQueue();
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/**
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* @brief 消费队首下一方块并补充新的预览方块。
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*/
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int ConsumeNextType();
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/**
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* @brief 结算一次标准消行带来的 Rogue 玩法效果。
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*/
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void ApplyLineClearResult(int linesCleared);
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@@ -34,10 +34,6 @@ bool currentPieceIsCross = false;
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bool currentPieceIsRainbow = false;
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Point pendingChainBombCenter = { 0, 0 };
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bool pendingChainBombFollowup = false;
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static int pendingLineClearEffectTicks = 0;
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static int pendingLineClearEffectRows[8] = {};
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static int pendingLineClearEffectRowCount = 0;
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static int pendingLineClearEffectLineCount = 0;
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int bricks[7][4][4][4] =
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{
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@@ -167,369 +163,6 @@ Point GetSpawnPoint(int brickType)
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return spawnPoint;
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}
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void ResetPlayerStats(PlayerStats& stats, bool useRogueRules)
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{
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stats.score = 0;
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stats.level = 1;
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stats.exp = 0;
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stats.requiredExp = useRogueRules ? 10 : 0;
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stats.totalLinesCleared = 0;
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stats.scoreMultiplierPercent = 100;
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stats.expMultiplierPercent = 100;
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stats.slowFallStacks = 0;
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stats.comboBonusStacks = 0;
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stats.comboChain = 0;
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stats.previewCount = 1;
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stats.lastChanceCount = 0;
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stats.scoreUpgradeLevel = 0;
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stats.expUpgradeLevel = 0;
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stats.previewUpgradeLevel = 0;
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stats.lastChanceUpgradeLevel = 0;
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stats.holdUnlocked = 0;
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stats.pressureReliefLevel = 0;
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stats.sweeperLevel = 0;
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stats.sweeperCharge = 0;
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stats.explosiveLevel = 0;
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stats.explosivePieceCounter = 0;
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stats.chainBlastLevel = 0;
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stats.chainBombLevel = 0;
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stats.laserLevel = 0;
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stats.thunderTetrisLevel = 0;
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stats.thunderLaserLevel = 0;
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stats.feverLevel = 0;
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stats.rageStackLevel = 0;
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stats.infiniteFeverLevel = 0;
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stats.feverLineCharge = 0;
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stats.feverTicks = 0;
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stats.screenBombLevel = 0;
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stats.screenBombCharge = 0;
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stats.screenBombCount = 0;
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stats.terminalClearLevel = 0;
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stats.dualChoiceLevel = 0;
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stats.destinyWheelLevel = 0;
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stats.perfectRotateLevel = 0;
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stats.timeDilationLevel = 0;
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stats.timeDilationTicks = 0;
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stats.highPressureLevel = 0;
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stats.tetrisGambleLevel = 0;
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stats.extremePlayerLevel = 0;
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stats.extremeSlowTicks = 0;
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stats.extremeDangerTicks = 30;
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stats.extremeDangerLevel = 0;
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stats.upgradeShockwaveLevel = 0;
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stats.evolutionImpactLevel = 0;
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stats.controlMasterLevel = 0;
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stats.holdSlowTicks = 0;
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stats.blockStormLevel = 0;
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stats.blockStormPiecesRemaining = 0;
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stats.blackHoleLevel = 0;
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stats.blackHoleCharges = 0;
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stats.reshapeLevel = 0;
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stats.reshapeCharges = 0;
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stats.rainbowPieceLevel = 0;
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stats.voidCoreLevel = 0;
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stats.pendingRainbowPieceCount = 0;
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stats.stableStructureLevel = 0;
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stats.doubleGrowthLevel = 0;
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stats.gamblerLevel = 0;
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stats.difficultyElapsedMs = 0;
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stats.difficultyLevel = 0;
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stats.lockedRows = 0;
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for (int i = 0; i < 7; i++)
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{
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stats.pieceTuningLevels[i] = 0;
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}
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}
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void SetFeedbackMessage(const TCHAR* title, const TCHAR* detail, int ticks)
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{
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feedbackState.visibleTicks = ticks;
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lstrcpyn(feedbackState.title, title, sizeof(feedbackState.title) / sizeof(TCHAR));
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lstrcpyn(feedbackState.detail, detail, sizeof(feedbackState.detail) / sizeof(TCHAR));
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}
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void ResetVisualEffects()
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{
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clearEffectState.ticks = 0;
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clearEffectState.totalTicks = 0;
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clearEffectState.rowCount = 0;
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for (int i = 0; i < 8; i++)
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{
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floatingTextEffects[i].ticks = 0;
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}
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for (int i = 0; i < 96; i++)
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{
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particleEffects[i].ticks = 0;
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}
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}
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bool TickVisualEffects()
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{
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bool active = false;
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if (clearEffectState.ticks > 0)
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{
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clearEffectState.ticks--;
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active = true;
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}
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for (int i = 0; i < 8; i++)
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{
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if (floatingTextEffects[i].ticks > 0)
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{
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floatingTextEffects[i].ticks--;
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active = true;
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}
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}
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for (int i = 0; i < 96; i++)
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{
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if (particleEffects[i].ticks > 0)
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{
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particleEffects[i].ticks--;
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active = true;
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}
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}
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return active;
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}
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static void AddFloatingText(int boardX, int boardY, const TCHAR* text, COLORREF color)
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{
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for (int i = 0; i < 8; i++)
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{
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if (floatingTextEffects[i].ticks <= 0)
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{
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floatingTextEffects[i].ticks = 22;
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floatingTextEffects[i].totalTicks = 22;
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floatingTextEffects[i].boardX = boardX;
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floatingTextEffects[i].boardY = boardY;
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floatingTextEffects[i].color = color;
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lstrcpyn(floatingTextEffects[i].text, text, sizeof(floatingTextEffects[i].text) / sizeof(TCHAR));
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return;
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}
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}
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}
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static void AddParticle(int boardX, int boardY, int velocityX, int velocityY, int size, COLORREF color)
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{
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for (int i = 0; i < 96; i++)
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{
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if (particleEffects[i].ticks <= 0)
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{
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particleEffects[i].ticks = 12 + rand() % 7;
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particleEffects[i].totalTicks = particleEffects[i].ticks;
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particleEffects[i].boardX = boardX;
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particleEffects[i].boardY = boardY;
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particleEffects[i].velocityX = velocityX;
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particleEffects[i].velocityY = velocityY;
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particleEffects[i].size = size;
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particleEffects[i].color = color;
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return;
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}
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}
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}
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static void AddBurstParticles(int boardX, int boardY, COLORREF baseColor, bool strongBurst)
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{
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int burstCount = strongBurst ? 4 : 2;
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for (int i = 0; i < burstCount; i++)
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{
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int angleSeed = rand() % 8;
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int speed = strongBurst ? (9 + rand() % 9) : (6 + rand() % 7);
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int velocityX = 0;
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int velocityY = 0;
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switch (angleSeed)
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{
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case 0:
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velocityX = speed;
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velocityY = -rand() % 4;
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break;
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case 1:
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velocityX = -speed;
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velocityY = -rand() % 4;
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break;
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case 2:
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velocityX = (rand() % 5) - 2;
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velocityY = -speed;
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break;
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case 3:
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velocityX = (rand() % 5) - 2;
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velocityY = speed / 2;
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break;
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case 4:
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velocityX = speed;
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velocityY = -speed;
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break;
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case 5:
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velocityX = -speed;
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velocityY = -speed;
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break;
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case 6:
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velocityX = speed;
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velocityY = speed / 3;
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break;
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default:
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velocityX = -speed;
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velocityY = speed / 3;
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break;
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}
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velocityX += (rand() % 7) - 3;
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velocityY += (rand() % 7) - 3;
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COLORREF color = (i % 3 == 0) ? RGB(255, 248, 220) : baseColor;
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AddParticle(
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boardX + (rand() % 31) - 15,
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boardY + (rand() % 31) - 15,
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velocityX,
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velocityY,
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strongBurst ? (4 + rand() % 5) : (3 + rand() % 4),
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color);
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}
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}
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static void QueueLineClearEffect(const int* rows, int rowCount, int linesCleared)
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{
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if (rows == nullptr || rowCount <= 0 || linesCleared <= 0)
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{
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return;
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}
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if (rowCount > 8)
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{
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rowCount = 8;
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}
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pendingLineClearEffectTicks = 1;
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pendingLineClearEffectRowCount = rowCount;
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pendingLineClearEffectLineCount = linesCleared;
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for (int i = 0; i < rowCount; i++)
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{
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pendingLineClearEffectRows[i] = rows[i];
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}
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}
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void PlayPendingLineClearEffect()
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{
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if (pendingLineClearEffectTicks <= 0)
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{
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return;
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}
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pendingLineClearEffectTicks = 0;
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TriggerLineClearEffect(
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pendingLineClearEffectRows,
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pendingLineClearEffectRowCount,
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pendingLineClearEffectLineCount);
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pendingLineClearEffectRowCount = 0;
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pendingLineClearEffectLineCount = 0;
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}
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void TriggerLineClearEffect(const int* rows, int rowCount, int linesCleared)
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{
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if (rows == nullptr || rowCount <= 0 || linesCleared <= 0)
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{
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return;
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}
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if (rowCount > 8)
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{
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rowCount = 8;
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}
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clearEffectState.ticks = 16;
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clearEffectState.totalTicks = 16;
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clearEffectState.rowCount = rowCount;
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int rowSum = 0;
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for (int i = 0; i < rowCount; i++)
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{
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clearEffectState.rows[i] = rows[i];
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rowSum += rows[i];
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for (int x = 0; x < nGameWidth; x++)
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{
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COLORREF particleColor = BrickColor[(x + rows[i]) % 7];
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int centerX = x * 100 + 50;
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int centerY = rows[i] * 100 + 50;
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AddBurstParticles(centerX, centerY, particleColor, linesCleared >= 4);
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if (linesCleared >= 4)
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{
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AddParticle(
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centerX,
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centerY,
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((x < nGameWidth / 2) ? -1 : 1) * (16 + rand() % 12),
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-16 - rand() % 10,
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4 + rand() % 3,
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RGB(255, 238, 120));
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}
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}
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}
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TCHAR text[64];
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if (linesCleared >= 4)
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{
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_stprintf_s(text, _T("TETRIS"));
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}
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else
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{
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_stprintf_s(text, _T("%d LINE%s"), linesCleared, linesCleared > 1 ? _T("S") : _T(""));
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}
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AddFloatingText(nGameWidth * 50, (rowSum * 100 / rowCount) - 20, text, linesCleared >= 4 ? RGB(255, 232, 120) : RGB(255, 250, 252));
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}
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void TriggerCellClearEffect(const Point* cells, int cellCount, bool strongBurst)
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{
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if (cells == nullptr || cellCount <= 0)
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{
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return;
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}
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|
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for (int i = 0; i < cellCount; i++)
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{
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if (cells[i].x < 0 || cells[i].x >= nGameWidth || cells[i].y < 0 || cells[i].y >= nGameHeight)
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{
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continue;
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}
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COLORREF particleColor = BrickColor[(cells[i].x + cells[i].y) % 7];
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AddBurstParticles(cells[i].x * 100 + 50, cells[i].y * 100 + 50, particleColor, strongBurst);
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}
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}
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bool IsPiecePlacementValid(int pieceType, int pieceState, Point position)
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{
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for (int i = 0; i < 4; i++)
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{
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for (int j = 0; j < 4; j++)
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{
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if (bricks[pieceType][pieceState][i][j] == 0)
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{
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continue;
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}
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int checkY = position.y + i;
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int checkX = position.x + j;
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if (checkX < 0 || checkX >= nGameWidth || checkY >= GetRoguePlayableHeight())
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{
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return false;
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}
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if (checkY >= 0 && workRegion[checkY][checkX] != 0)
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{
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return false;
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}
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}
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}
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return true;
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}
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/**
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* @brief 判断当前方块是否可以继续向下移动。
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*
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@@ -650,13 +283,6 @@ bool CanMoveRight()
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return true;
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}
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static bool TryRotateWithOffset(int nextState, int offsetX)
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{
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Point rotatedPoint = point;
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rotatedPoint.x += offsetX;
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return IsPiecePlacementValid(type, nextState, rotatedPoint);
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}
|
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/**
|
||||
* @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;
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||||
currentScreen = SCREEN_PLAYING;
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||||
|
||||
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;
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
@@ -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)
|
||||
|
||||
Reference in New Issue
Block a user