c语言 编写俄罗斯方块的程序 要求有详细的中文注释
最好有流程图加中文注释越详尽越好本人是初学者太难也看不懂简单点就好拜托各位高手啦..如果满意会追加100分...
最好有流程图 加中文注释 越详尽越好 本人是初学者 太难也看不懂 简单点就好 拜托各位高手啦..如果满意会追加100分
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刚学c的时候编的,所以程序规范性以及代码的执行效率都不高,而且程序超长。但应该没有太难的语句。
#include<stdio.h>
#include<string.h>
#include<bios.h>
#include<stdlib.h>
#include<time.h>
#include<dos.h>
int dx[4],dy[4]; /*定义全局变量*/
int zt1,zt2,str[15][19];
/*str[15][19]是把整个屏幕分为15*19个方格,每一个方格用一个数组单元表示,
如果=15,则这个方格已被占用,=0,则还是空的*/
int cx[8][5][4],cy[8][5][4]; /*该变量表示每种状态下,旋转时坐标的改变*/
int x,y,j,ji,c;
int maxzt[8]={0,2,1,4,2,2,4,4}; /*各个种类的方块分别有几种状态*/
cir() /*旋转的处理函数*/
{ dx[0]=dx[0]+cx[zt1][zt2][0];dy[0]=dy[0]+cy[zt1][zt2][0];
dx[2]=dx[2]+cx[zt1][zt2][2];dy[2]=dy[2]+cy[zt1][zt2][2];
dx[3]=dx[3]+cx[zt1][zt2][3];dy[3]=dy[3]+cy[zt1][zt2][3];
}
jiance() /*检测旋转或移动能否进行的函数,能则j=1,不能j=0*/
{ j=1;
for(ji=0;ji<4;ji++)
{ x=dx[ji];y=dy[ji];
if(str[x][y]!=' ') j=0;
}
c=bioskey(1);
if(c!=0) c=bioskey(0);
}
main()
{ int dotx[4],doty[4],score; /*dotx[]doty[]表示一个方块个点的坐标*/
int ddx,ddy;
int rzt1,rzt2,i,u,t=1;
int a[5],b[11],o,p,an,bn;
int rotx[4],roty[4],spd=0;
begin: system("cls"); /*游戏初始化阶段*/
printf("londing...");
for(i=0;i<12;i++) /*变量初始阶段*/
{ for(u=0;u<19;u++)
str[i][u]=' ';
}
for(i=0;i<12;i++)
{ str[i][0]='-';str[i][18]='-'; }
for(u=0;u<19;u++)
{ str[0][u]='|';str[11][u]='|'; }
cx[1][1][0]=1;cx[1][1][2]=-1;cx[1][1][3]=-2; /*对旋转变量进行赋值*/
cy[1][1][0]=1;cy[1][1][2]=-1;cy[1][1][3]=-2;
cx[1][2][0]=-1;cx[1][2][2]=1;cx[1][2][3]=2;
cy[1][2][0]=-1;cy[1][2][2]=1;cy[1][2][3]=2;
cx[2][1][0]=0;cx[2][1][2]=0;cx[2][1][3]=0;
cy[2][1][0]=0;cy[2][1][2]=0;cy[2][1][3]=0;
cx[3][1][0]=1;cx[3][1][2]=-1;cx[3][1][3]=1;
cy[3][1][0]=-1;cy[3][1][2]=1;cy[3][1][3]=1;
cx[3][2][0]=1;cx[3][2][2]=-1;cx[3][2][3]=-1;
cy[3][2][0]=1;cy[3][2][2]=-1;cy[3][2][3]=1;
cx[3][3][0]=-1;cx[3][3][2]=1;cx[3][3][3]=-1;
cy[3][3][0]=1;cy[3][3][2]=-1;cy[3][3][3]=-1;
cx[3][4][0]=-1;cx[3][4][2]=1;cx[3][4][3]=1;
cy[3][4][0]=-1;cy[3][4][2]=1;cy[3][4][3]=-1;
cx[4][1][0]=-1;cx[4][1][2]=1;cx[4][1][3]=2;
cy[4][1][0]=1;cy[4][1][2]=1;cy[4][1][3]=0;
cx[4][2][0]=1;cx[4][2][2]=-1;cx[4][2][3]=-2;
cy[4][2][0]=-1;cy[4][2][2]=-1;cy[4][2][3]=0;
cx[5][1][0]=1;cx[5][1][2]=1;cx[5][1][3]=0;
cy[5][1][0]=-1;cy[5][1][2]=1;cy[5][1][3]=2;
cx[5][2][0]=-1;cx[5][2][2]=-1;cx[5][2][3]=0;
cy[5][2][0]=1;cy[5][2][2]=-1;cy[5][2][3]=-2;
cx[6][1][0]=1;cx[6][1][2]=-1;cx[6][1][3]=0;
cy[6][1][0]=-1;cy[6][1][2]=1;cy[6][1][3]=2;
cx[6][2][0]=1;cx[6][2][2]=-1;cx[6][2][3]=-2;
cy[6][2][0]=1;cy[6][2][2]=-1;cy[6][2][3]=0;
cx[6][3][0]=-1;cx[6][3][2]=1;cx[6][3][3]=0;
cy[6][3][0]=1;cy[6][3][2]=-1;cy[6][3][3]=-2;
cx[6][4][0]=-1;cx[6][4][2]=1;cx[6][4][3]=2;
cy[6][4][0]=-1;cy[6][4][2]=1;cy[6][4][3]=0;
cx[7][1][0]=-1;cx[7][1][2]=1;cx[7][1][3]=2;
cy[7][1][0]=1;cy[7][1][2]=-1;cy[7][1][3]=0;
cx[7][2][0]=-1;cx[7][2][2]=1;cx[7][2][3]=0;
cy[7][2][0]=-1;cy[7][2][2]=1;cy[7][2][3]=2;
cx[7][3][0]=1;cx[7][3][2]=-1;cx[7][3][3]=-2;
cy[7][3][0]=-1;cy[7][3][2]=1;cy[7][3][3]=0;
cx[7][4][0]=1;cx[7][4][2]=-1;cx[7][4][3]=0;
cy[7][4][0]=1;cy[7][4][2]=-1;cy[7][4][3]=-2;
srand(time(0)); /*对随机数函数rand()进行初始化*/
zt1=rand()%7+1; /*生成第一、二个方块*/
if(zt1==2) zt2=1;
if(zt1==1||zt1==4||zt1==5) zt2=rand()%2+1;
if(zt1==3||zt1==6||zt1==7) zt2=rand()%4+1;
rzt1=rand()%7+1;
if(rzt1==2) rzt2=1;
if(rzt1==1||rzt1==4||rzt1==5) rzt2=rand()%2+1;
if(rzt1==3||rzt1==6||rzt1==7) rzt2=rand()%4+1;
score=0;
for(o=1;o<11;o++) b[o]=0;
switch(zt1*10+zt2)
/*zt1和zt2分别代表方块的种类和状态,这步是根据这两个变量确定方块的四个点的坐标*/
{ case 11: dotx[0]=4;dotx[1]=5;dotx[2]=6;dotx[3]=7;
doty[0]=2;doty[1]=2;doty[2]=2;doty[3]=2;
break;
case 12: dotx[0]=5;dotx[1]=5;dotx[2]=5;dotx[3]=5;
doty[0]=4;doty[1]=3;doty[2]=2;doty[3]=1;
break;
case 21: dotx[0]=5;dotx[1]=6;dotx[2]=5;dotx[3]=6;
doty[0]=1;doty[1]=1;doty[2]=2;doty[3]=2;
break;
case 31: dotx[0]=4;dotx[1]=5;dotx[2]=6;dotx[3]=5;
doty[0]=2;doty[1]=2;doty[2]=2;doty[3]=1;
break;
case 32: dotx[0]=5;dotx[1]=5;dotx[2]=5;dotx[3]=6;
doty[0]=1;doty[1]=2;doty[2]=3;doty[3]=2;
break;
case 33: dotx[0]=6;dotx[1]=5;dotx[2]=4;dotx[3]=5;
doty[0]=1;doty[1]=1;doty[2]=1;doty[3]=2;
break;
case 34: dotx[0]=6;dotx[1]=6;dotx[2]=6;dotx[3]=5;
doty[0]=3;doty[1]=2;doty[2]=1;doty[3]=2;
break;
case 41: dotx[0]=6;dotx[1]=5;dotx[2]=5;dotx[3]=4;
doty[0]=2;doty[1]=2;doty[2]=1;doty[3]=1;
break;
case 42: dotx[0]=5;dotx[1]=5;dotx[2]=6;dotx[3]=6;
doty[0]=3;doty[1]=2;doty[2]=2;doty[3]=1;
break;
case 51: dotx[0]=4;dotx[1]=5;dotx[2]=5;dotx[3]=6;
doty[0]=2;doty[1]=2;doty[2]=1;doty[3]=1;
break;
case 52: dotx[0]=5;dotx[1]=5;dotx[2]=6;dotx[3]=6;
doty[0]=1;doty[1]=2;doty[2]=2;doty[3]=3;
break;
case 61: dotx[0]=4;dotx[1]=5;dotx[2]=6;dotx[3]=6;
doty[0]=2;doty[1]=2;doty[2]=2;doty[3]=1;
break;
case 62: dotx[0]=5;dotx[1]=5;dotx[2]=5;dotx[3]=6;
doty[0]=1;doty[1]=2;doty[2]=3;doty[3]=3;
break;
case 63: dotx[0]=6;dotx[1]=5;dotx[2]=4;dotx[3]=4;
doty[0]=1;doty[1]=1;doty[2]=1;doty[3]=2;
break;
case 64: dotx[0]=6;dotx[1]=6;dotx[2]=6;dotx[3]=5;
doty[0]=3;doty[1]=2;doty[2]=1;doty[3]=1;
break;
case 71: dotx[0]=6;dotx[1]=5;dotx[2]=4;dotx[3]=4;
doty[0]=2;doty[1]=2;doty[2]=2;doty[3]=1;
break;
case 72: dotx[0]=5;dotx[1]=5;dotx[2]=5;dotx[3]=6;
doty[0]=3;doty[1]=2;doty[2]=1;doty[3]=1;
break;
case 73: dotx[0]=4;dotx[1]=5;dotx[2]=6;dotx[3]=6;
doty[0]=1;doty[1]=1;doty[2]=1;doty[3]=2;
break;
case 74: dotx[0]=6;dotx[1]=6;dotx[2]=6;dotx[3]=5;
doty[0]=1;doty[1]=2;doty[2]=3;doty[3]=3;
break;
}
switch(rzt1*10+rzt2) /*确定第二个方块各个点的坐标*/
{ case 11: rotx[0]=4;rotx[1]=5;rotx[2]=6;rotx[3]=7;
roty[0]=2;roty[1]=2;roty[2]=2;roty[3]=2;
break;
case 12: rotx[0]=5;rotx[1]=5;rotx[2]=5;rotx[3]=5;
roty[0]=4;roty[1]=3;roty[2]=2;roty[3]=1;
break;
case 21: rotx[0]=5;rotx[1]=6;rotx[2]=5;rotx[3]=6;
roty[0]=1;roty[1]=1;roty[2]=2;roty[3]=2;
break;
case 31: rotx[0]=4;rotx[1]=5;rotx[2]=6;rotx[3]=5;
roty[0]=2;roty[1]=2;roty[2]=2;roty[3]=1;
break;
case 32: rotx[0]=5;rotx[1]=5;rotx[2]=5;rotx[3]=6;
roty[0]=1;roty[1]=2;roty[2]=3;roty[3]=2;
break;
case 33: rotx[0]=6;rotx[1]=5;rotx[2]=4;rotx[3]=5;
roty[0]=1;roty[1]=1;roty[2]=1;roty[3]=2;
break;
case 34: rotx[0]=6;rotx[1]=6;rotx[2]=6;rotx[3]=5;
roty[0]=3;roty[1]=2;roty[2]=1;roty[3]=2;
break;
case 41: rotx[0]=6;rotx[1]=5;rotx[2]=5;rotx[3]=4;
roty[0]=2;roty[1]=2;roty[2]=1;roty[3]=1;
break;
case 42: rotx[0]=5;rotx[1]=5;rotx[2]=6;rotx[3]=6;
roty[0]=3;roty[1]=2;roty[2]=2;roty[3]=1;
break;
case 51: rotx[0]=4;rotx[1]=5;rotx[2]=5;rotx[3]=6;
roty[0]=2;roty[1]=2;roty[2]=1;roty[3]=1;
break;
case 52: rotx[0]=5;rotx[1]=5;rotx[2]=6;rotx[3]=6;
roty[0]=1;roty[1]=2;roty[2]=2;roty[3]=3;
break;
case 61: rotx[0]=4;rotx[1]=5;rotx[2]=6;rotx[3]=6;
roty[0]=2;roty[1]=2;roty[2]=2;roty[3]=1;
break;
case 62: rotx[0]=5;rotx[1]=5;rotx[2]=5;rotx[3]=6;
roty[0]=1;roty[1]=2;roty[2]=3;roty[3]=3;
break;
case 63: rotx[0]=6;rotx[1]=5;rotx[2]=4;rotx[3]=4;
roty[0]=1;roty[1]=1;roty[2]=1;roty[3]=2;
break;
case 64: rotx[0]=6;rotx[1]=6;rotx[2]=6;rotx[3]=5;
roty[0]=3;roty[1]=2;roty[2]=1;roty[3]=1;
break;
case 71: rotx[0]=6;rotx[1]=5;rotx[2]=4;rotx[3]=4;
roty[0]=2;roty[1]=2;roty[2]=2;roty[3]=1;
break;
case 72: rotx[0]=5;rotx[1]=5;rotx[2]=5;rotx[3]=6;
roty[0]=3;roty[1]=2;roty[2]=1;roty[3]=1;
break;
case 73: rotx[0]=4;rotx[1]=5;rotx[2]=6;rotx[3]=6;
roty[0]=1;roty[1]=1;roty[2]=1;roty[3]=2;
break;
case 74: rotx[0]=6;rotx[1]=6;rotx[2]=6;rotx[3]=5;
roty[0]=1;roty[1]=2;roty[2]=3;roty[3]=3;
break;
}
system("cls"); /*显示初始阶段*/
printf("\n\n\n"); /*游戏区域下移3*/
for(u=0;u<19;u++)
{ for(i=0;i<12;i++)
printf("%c",str[i][u]);
printf("\n");
}
gotoxy(16,5);printf("--------");
gotoxy(16,12);printf("--------");
for(i=6;i<12;i++)
{ gotoxy(16,i);printf("|");gotoxy(23,i);printf("|"); }
for(i=6;i<12;i++)
{ gotoxy(16,i);printf("|");gotoxy(23,i);printf("|"); }
for(i=0;i<4;i++)
{ gotoxy(rotx[i]+14,roty[i]+6);printf("%c",15);
}
begin2: delay(26000); /*游戏开始,延迟1*/
speed: delay(10000); /*加速,延迟2*/
gotoxy(16,14);printf("Score:%d",score);
for(i=0;i<4;i++)
{ gotoxy(dotx[i]+1,doty[i]+4);printf(" ");
ddx=dotx[i];ddy=doty[i];
str[ddx][ddy]=' ';
}
an=an-0.4; /*表示按键是否一直按着,用于方块落地后的移动*/
c=bioskey(1); /*按键处理部分*/
/*bioskey(1)是用来检测是否按下案件的函数*/
if(c!=0)
{ c=bioskey(0);
if(c==8292||c==19712)
{ for(i=0;i<4;i++)
{ dx[i]=dotx[i]+1;dy[i]=doty[i]; }
jiance();
for(i=0;i<4;i++)
dotx[i]=(j)? dx[i] : dotx[i];
an=(j||bn);
}
if(c==7777||c==19200)
{ for(i=0;i<4;i++)
{ dx[i]=dotx[i]-1;dy[i]=doty[i]; }
jiance();
for(i=0;i<4;i++)
dotx[i]=(j)? dx[i] : dotx[i];
an=(j||bn);
}
if(c==6512) /*暂停的处理*/
{ while(1)
{ c=bioskey(0);
if(c==6512) break;
}
goto begin3;
}
if(c==8051||c==20480) spd=1; /*加速(spd==1表示加速状态)*/
if(c==4471||c==18432) /*旋转的处理*/
{ for(i=0;i<4;i++)
{ dx[i]=dotx[i];dy[i]=doty[i]; }
/*dx[]与dy[]是临时变量,这样一旦判断为不能旋转,就可方便的回复旋转前的坐标*/
cir(); /*旋转*/
jiance(); /*判断旋转是否能进行*/
for(i=0;i<4;i++)
{ dotx[i]=(j)? dx[i] : dotx[i]; doty[i]=(j)?dy[i] : doty[i]; }
/*根据jiance()得到的j值,判断是对dotx[]与doty[]赋旋转后的还是旋转前的值*/
if(j==1) /*如果旋转可已经行,就对原方块的状态进行改变*/
{ an=(j||bn);zt2=zt2+1;
if(zt2>maxzt[zt1]) zt2=1;
goto overif; /*结束旋转的处理*/
}
for(i=0;i<4;i++)
{ dx[i]=dotx[i]+1;dy[i]=doty[i]; }
/*如果不能旋转,再判断坐标右移一个后能否旋转*/
cir();
jiance();
for(i=0;i<4;i++)
{ dotx[i]=(j)? dx[i] : dotx[i]; doty[i]=(j)?dy[i] : doty[i]; }
if(j==1)
{ an=(j||bn);zt2=zt2+1;
if(zt2>maxzt[zt1]) zt2=1;
goto overif;
}
if(dotx[2]==1) goto overif;
for(i=0;i<4;i++)
{ dx[i]=dotx[i]-1;dy[i]=doty[i]; }
/*判断坐标左移一个后能否旋转*/
cir();
jiance();
for(i=0;i<4;i++)
{ dotx[i]=(j)? dx[i] : dotx[i]; doty[i]=(j)?dy[i] : doty[i]; }
if(j==1)
{ an=(j||bn);zt2=zt2+1;
if(zt2>maxzt[zt1]) zt2=1;
goto overif;
}
overif: ;
}
}
begin3: for(i=0;i<4;i++) /*方块下移的处理*/
{ dx[i]=dotx[i];dy[i]=doty[i]+1; }
jiance();
bn=j;
for(i=0;i<4;i++)
doty[i]=(j)? dy[i] : doty[i];
for(i=0;i<4;i++)
{ gotoxy(dotx[i]+1,doty[i]+4);printf("%c",15);
ddx=dotx[i];ddy=doty[i];
str[ddx][ddy]=15;
}
if(j==1&&spd==1) { spd=0;goto speed; }
if(j==1||an>0) goto begin2;
for(u=17;u>0;u--) /*方块停止下移(方块移动到底了)的处理*/
{ for(i=1;i<11;i++) /*判断每一行是否排满*/
if(str[i][u]==15) b[i]=1;
if (b[1]+b[2]+b[3]+b[4]+b[5]+b[6]+b[7]+b[8]+b[9]+b[10]<10)
{ for(o=1;o<11;o++) b[o]=0;
continue;
}
for(o=1;o<11;o++) b[o]=0;
a[t]=u;t++;
}
score+=(t)*(t-1)/2;
for(i=1;i<11;i++)
if(str[i][1]==15) b[i]=1;
if (b[1]+b[2]+b[3]+b[4]+b[5]+b[6]+b[7]+b[8]+b[9]+b[10]>0 &&t==1) goto over;
for(o=1;o<11;o++) b[o]=0;
if(t==1) goto ran;
switch(t) /*消除方块的处理,t=要消除的函数+1*/
{ case 5: for(u=a[4];u>1;u--) { for(i=1;i<11;i++) str[i][u]=str[i][u-1]; }
/*将要消除的行中,最上面一行,上面的方格整体下移,下面的case 4,3,2类似*/
case 4: for(u=a[3];u>1;u--) { for(i=1;i<11;i++) str[i][u]=str[i][u-1]; }
case 3: for(u=a[2];u>1;u--) { for(i=1;i<11;i++) str[i][u]=str[i][u-1]; }
case 2: for(u=a[1];u>1;u--) { for(i=1;i<11;i++) str[i][u]=str[i][u-1]; }
}
t=1;
for(u=1;u<18;u++)
{ for(i=1;i<11;i++)
{ gotoxy(i+1,u+4);
printf("%c",str[i][u]);
}
}
ran: zt1=rzt1;zt2=rzt2;rzt1=rand()%7+1; /*生成下两个方块*/
if(rzt1==2) rzt2=1;
if(rzt1==1||rzt1==4||rzt1==5) rzt2=rand()%2+1;
if(rzt1==3||rzt1==6||rzt1==7) rzt2=rand()%4+1;
for(i=0;i<4;i++)
{ dotx[i]=rotx[i];doty[i]=roty[i];
gotoxy(dotx[i]+1,doty[i]+4);printf("%c",15);
}
switch(rzt1*10+rzt2)
{ case 11: rotx[0]=4;rotx[1]=5;rotx[2]=6;rotx[3]=7;
roty[0]=2;roty[1]=2;roty[2]=2;roty[3]=2;
break;
case 12: rotx[0]=5;rotx[1]=5;rotx[2]=5;rotx[3]=5;
roty[0]=4;roty[1]=3;roty[2]=2;roty[3]=1;
break;
case 21: rotx[0]=5;rotx[1]=6;rotx[2]=5;rotx[3]=6;
roty[0]=1;roty[1]=1;roty[2]=2;roty[3]=2;
break;
case 31: rotx[0]=4;rotx[1]=5;rotx[2]=6;rotx[3]=5;
roty[0]=2;roty[1]=2;roty[2]=2;roty[3]=1;
break;
case 32: rotx[0]=5;rotx[1]=5;rotx[2]=5;rotx[3]=6;
roty[0]=1;roty[1]=2;roty[2]=3;roty[3]=2;
break;
case 33: rotx[0]=6;rotx[1]=5;rotx[2]=4;rotx[3]=5;
roty[0]=1;roty[1]=1;roty[2]=1;roty[3]=2;
break;
case 34: rotx[0]=6;rotx[1]=6;rotx[2]=6;rotx[3]=5;
roty[0]=3;roty[1]=2;roty[2]=1;roty[3]=2;
break;
case 41: rotx[0]=6;rotx[1]=5;rotx[2]=5;rotx[3]=4;
roty[0]=2;roty[1]=2;roty[2]=1;roty[3]=1;
break;
case 42: rotx[0]=5;rotx[1]=5;rotx[2]=6;rotx[3]=6;
roty[0]=3;roty[1]=2;roty[2]=2;roty[3]=1;
break;
case 51: rotx[0]=4;rotx[1]=5;rotx[2]=5;rotx[3]=6;
roty[0]=2;roty[1]=2;roty[2]=1;roty[3]=1;
break;
case 52: rotx[0]=5;rotx[1]=5;rotx[2]=6;rotx[3]=6;
roty[0]=1;roty[1]=2;roty[2]=2;roty[3]=3;
break;
case 61: rotx[0]=4;rotx[1]=5;rotx[2]=6;rotx[3]=6;
roty[0]=2;roty[1]=2;roty[2]=2;roty[3]=1;
break;
case 62: rotx[0]=5;rotx[1]=5;rotx[2]=5;rotx[3]=6;
roty[0]=1;roty[1]=2;roty[2]=3;roty[3]=3;
break;
case 63: rotx[0]=6;rotx[1]=5;rotx[2]=4;rotx[3]=4;
roty[0]=1;roty[1]=1;roty[2]=1;roty[3]=2;
break;
case 64: rotx[0]=6;rotx[1]=6;rotx[2]=6;rotx[3]=5;
roty[0]=3;roty[1]=2;roty[2]=1;roty[3]=1;
break;
case 71: rotx[0]=6;rotx[1]=5;rotx[2]=4;rotx[3]=4;
roty[0]=2;roty[1]=2;roty[2]=2;roty[3]=1;
break;
case 72: rotx[0]=5;rotx[1]=5;rotx[2]=5;rotx[3]=6;
roty[0]=3;roty[1]=2;roty[2]=1;roty[3]=1;
break;
case 73: rotx[0]=4;rotx[1]=5;rotx[2]=6;rotx[3]=6;
roty[0]=1;roty[1]=1;roty[2]=1;roty[3]=2;
break;
case 74: rotx[0]=6;rotx[1]=6;rotx[2]=6;rotx[3]=5;
roty[0]=1;roty[1]=2;roty[2]=3;roty[3]=3;
break;
}
for(i=6;i<12;i++) /*刷新一下用来显示下一个方块的那个区域*/
{ gotoxy(16,i);printf("|");gotoxy(23,i);printf("|"); }
for(i=6;i<12;i++)
for(u=17;u<23;u++) { gotoxy(u,i);printf("%c",32); }
for(i=0;i<4;i++)
{ gotoxy(rotx[i]+14,roty[i]+6);printf("%c",15); }
c=bioskey(1);an=0;
if(c!=0) c=bioskey(0);
if(spd==1) { spd=0;goto speed; }
goto begin2;
over: system("cls");
gotoxy(36,11);printf("GAME OVER");
bioskey(0);
system("cls");
printf("Your score is %d\n\n",score);
printf("Press 'Q' to exit\nIf you want to play again,please press other keys.");
score=0;
c=bioskey(0);
if(c!=4209) goto begin;
}
#include<stdio.h>
#include<string.h>
#include<bios.h>
#include<stdlib.h>
#include<time.h>
#include<dos.h>
int dx[4],dy[4]; /*定义全局变量*/
int zt1,zt2,str[15][19];
/*str[15][19]是把整个屏幕分为15*19个方格,每一个方格用一个数组单元表示,
如果=15,则这个方格已被占用,=0,则还是空的*/
int cx[8][5][4],cy[8][5][4]; /*该变量表示每种状态下,旋转时坐标的改变*/
int x,y,j,ji,c;
int maxzt[8]={0,2,1,4,2,2,4,4}; /*各个种类的方块分别有几种状态*/
cir() /*旋转的处理函数*/
{ dx[0]=dx[0]+cx[zt1][zt2][0];dy[0]=dy[0]+cy[zt1][zt2][0];
dx[2]=dx[2]+cx[zt1][zt2][2];dy[2]=dy[2]+cy[zt1][zt2][2];
dx[3]=dx[3]+cx[zt1][zt2][3];dy[3]=dy[3]+cy[zt1][zt2][3];
}
jiance() /*检测旋转或移动能否进行的函数,能则j=1,不能j=0*/
{ j=1;
for(ji=0;ji<4;ji++)
{ x=dx[ji];y=dy[ji];
if(str[x][y]!=' ') j=0;
}
c=bioskey(1);
if(c!=0) c=bioskey(0);
}
main()
{ int dotx[4],doty[4],score; /*dotx[]doty[]表示一个方块个点的坐标*/
int ddx,ddy;
int rzt1,rzt2,i,u,t=1;
int a[5],b[11],o,p,an,bn;
int rotx[4],roty[4],spd=0;
begin: system("cls"); /*游戏初始化阶段*/
printf("londing...");
for(i=0;i<12;i++) /*变量初始阶段*/
{ for(u=0;u<19;u++)
str[i][u]=' ';
}
for(i=0;i<12;i++)
{ str[i][0]='-';str[i][18]='-'; }
for(u=0;u<19;u++)
{ str[0][u]='|';str[11][u]='|'; }
cx[1][1][0]=1;cx[1][1][2]=-1;cx[1][1][3]=-2; /*对旋转变量进行赋值*/
cy[1][1][0]=1;cy[1][1][2]=-1;cy[1][1][3]=-2;
cx[1][2][0]=-1;cx[1][2][2]=1;cx[1][2][3]=2;
cy[1][2][0]=-1;cy[1][2][2]=1;cy[1][2][3]=2;
cx[2][1][0]=0;cx[2][1][2]=0;cx[2][1][3]=0;
cy[2][1][0]=0;cy[2][1][2]=0;cy[2][1][3]=0;
cx[3][1][0]=1;cx[3][1][2]=-1;cx[3][1][3]=1;
cy[3][1][0]=-1;cy[3][1][2]=1;cy[3][1][3]=1;
cx[3][2][0]=1;cx[3][2][2]=-1;cx[3][2][3]=-1;
cy[3][2][0]=1;cy[3][2][2]=-1;cy[3][2][3]=1;
cx[3][3][0]=-1;cx[3][3][2]=1;cx[3][3][3]=-1;
cy[3][3][0]=1;cy[3][3][2]=-1;cy[3][3][3]=-1;
cx[3][4][0]=-1;cx[3][4][2]=1;cx[3][4][3]=1;
cy[3][4][0]=-1;cy[3][4][2]=1;cy[3][4][3]=-1;
cx[4][1][0]=-1;cx[4][1][2]=1;cx[4][1][3]=2;
cy[4][1][0]=1;cy[4][1][2]=1;cy[4][1][3]=0;
cx[4][2][0]=1;cx[4][2][2]=-1;cx[4][2][3]=-2;
cy[4][2][0]=-1;cy[4][2][2]=-1;cy[4][2][3]=0;
cx[5][1][0]=1;cx[5][1][2]=1;cx[5][1][3]=0;
cy[5][1][0]=-1;cy[5][1][2]=1;cy[5][1][3]=2;
cx[5][2][0]=-1;cx[5][2][2]=-1;cx[5][2][3]=0;
cy[5][2][0]=1;cy[5][2][2]=-1;cy[5][2][3]=-2;
cx[6][1][0]=1;cx[6][1][2]=-1;cx[6][1][3]=0;
cy[6][1][0]=-1;cy[6][1][2]=1;cy[6][1][3]=2;
cx[6][2][0]=1;cx[6][2][2]=-1;cx[6][2][3]=-2;
cy[6][2][0]=1;cy[6][2][2]=-1;cy[6][2][3]=0;
cx[6][3][0]=-1;cx[6][3][2]=1;cx[6][3][3]=0;
cy[6][3][0]=1;cy[6][3][2]=-1;cy[6][3][3]=-2;
cx[6][4][0]=-1;cx[6][4][2]=1;cx[6][4][3]=2;
cy[6][4][0]=-1;cy[6][4][2]=1;cy[6][4][3]=0;
cx[7][1][0]=-1;cx[7][1][2]=1;cx[7][1][3]=2;
cy[7][1][0]=1;cy[7][1][2]=-1;cy[7][1][3]=0;
cx[7][2][0]=-1;cx[7][2][2]=1;cx[7][2][3]=0;
cy[7][2][0]=-1;cy[7][2][2]=1;cy[7][2][3]=2;
cx[7][3][0]=1;cx[7][3][2]=-1;cx[7][3][3]=-2;
cy[7][3][0]=-1;cy[7][3][2]=1;cy[7][3][3]=0;
cx[7][4][0]=1;cx[7][4][2]=-1;cx[7][4][3]=0;
cy[7][4][0]=1;cy[7][4][2]=-1;cy[7][4][3]=-2;
srand(time(0)); /*对随机数函数rand()进行初始化*/
zt1=rand()%7+1; /*生成第一、二个方块*/
if(zt1==2) zt2=1;
if(zt1==1||zt1==4||zt1==5) zt2=rand()%2+1;
if(zt1==3||zt1==6||zt1==7) zt2=rand()%4+1;
rzt1=rand()%7+1;
if(rzt1==2) rzt2=1;
if(rzt1==1||rzt1==4||rzt1==5) rzt2=rand()%2+1;
if(rzt1==3||rzt1==6||rzt1==7) rzt2=rand()%4+1;
score=0;
for(o=1;o<11;o++) b[o]=0;
switch(zt1*10+zt2)
/*zt1和zt2分别代表方块的种类和状态,这步是根据这两个变量确定方块的四个点的坐标*/
{ case 11: dotx[0]=4;dotx[1]=5;dotx[2]=6;dotx[3]=7;
doty[0]=2;doty[1]=2;doty[2]=2;doty[3]=2;
break;
case 12: dotx[0]=5;dotx[1]=5;dotx[2]=5;dotx[3]=5;
doty[0]=4;doty[1]=3;doty[2]=2;doty[3]=1;
break;
case 21: dotx[0]=5;dotx[1]=6;dotx[2]=5;dotx[3]=6;
doty[0]=1;doty[1]=1;doty[2]=2;doty[3]=2;
break;
case 31: dotx[0]=4;dotx[1]=5;dotx[2]=6;dotx[3]=5;
doty[0]=2;doty[1]=2;doty[2]=2;doty[3]=1;
break;
case 32: dotx[0]=5;dotx[1]=5;dotx[2]=5;dotx[3]=6;
doty[0]=1;doty[1]=2;doty[2]=3;doty[3]=2;
break;
case 33: dotx[0]=6;dotx[1]=5;dotx[2]=4;dotx[3]=5;
doty[0]=1;doty[1]=1;doty[2]=1;doty[3]=2;
break;
case 34: dotx[0]=6;dotx[1]=6;dotx[2]=6;dotx[3]=5;
doty[0]=3;doty[1]=2;doty[2]=1;doty[3]=2;
break;
case 41: dotx[0]=6;dotx[1]=5;dotx[2]=5;dotx[3]=4;
doty[0]=2;doty[1]=2;doty[2]=1;doty[3]=1;
break;
case 42: dotx[0]=5;dotx[1]=5;dotx[2]=6;dotx[3]=6;
doty[0]=3;doty[1]=2;doty[2]=2;doty[3]=1;
break;
case 51: dotx[0]=4;dotx[1]=5;dotx[2]=5;dotx[3]=6;
doty[0]=2;doty[1]=2;doty[2]=1;doty[3]=1;
break;
case 52: dotx[0]=5;dotx[1]=5;dotx[2]=6;dotx[3]=6;
doty[0]=1;doty[1]=2;doty[2]=2;doty[3]=3;
break;
case 61: dotx[0]=4;dotx[1]=5;dotx[2]=6;dotx[3]=6;
doty[0]=2;doty[1]=2;doty[2]=2;doty[3]=1;
break;
case 62: dotx[0]=5;dotx[1]=5;dotx[2]=5;dotx[3]=6;
doty[0]=1;doty[1]=2;doty[2]=3;doty[3]=3;
break;
case 63: dotx[0]=6;dotx[1]=5;dotx[2]=4;dotx[3]=4;
doty[0]=1;doty[1]=1;doty[2]=1;doty[3]=2;
break;
case 64: dotx[0]=6;dotx[1]=6;dotx[2]=6;dotx[3]=5;
doty[0]=3;doty[1]=2;doty[2]=1;doty[3]=1;
break;
case 71: dotx[0]=6;dotx[1]=5;dotx[2]=4;dotx[3]=4;
doty[0]=2;doty[1]=2;doty[2]=2;doty[3]=1;
break;
case 72: dotx[0]=5;dotx[1]=5;dotx[2]=5;dotx[3]=6;
doty[0]=3;doty[1]=2;doty[2]=1;doty[3]=1;
break;
case 73: dotx[0]=4;dotx[1]=5;dotx[2]=6;dotx[3]=6;
doty[0]=1;doty[1]=1;doty[2]=1;doty[3]=2;
break;
case 74: dotx[0]=6;dotx[1]=6;dotx[2]=6;dotx[3]=5;
doty[0]=1;doty[1]=2;doty[2]=3;doty[3]=3;
break;
}
switch(rzt1*10+rzt2) /*确定第二个方块各个点的坐标*/
{ case 11: rotx[0]=4;rotx[1]=5;rotx[2]=6;rotx[3]=7;
roty[0]=2;roty[1]=2;roty[2]=2;roty[3]=2;
break;
case 12: rotx[0]=5;rotx[1]=5;rotx[2]=5;rotx[3]=5;
roty[0]=4;roty[1]=3;roty[2]=2;roty[3]=1;
break;
case 21: rotx[0]=5;rotx[1]=6;rotx[2]=5;rotx[3]=6;
roty[0]=1;roty[1]=1;roty[2]=2;roty[3]=2;
break;
case 31: rotx[0]=4;rotx[1]=5;rotx[2]=6;rotx[3]=5;
roty[0]=2;roty[1]=2;roty[2]=2;roty[3]=1;
break;
case 32: rotx[0]=5;rotx[1]=5;rotx[2]=5;rotx[3]=6;
roty[0]=1;roty[1]=2;roty[2]=3;roty[3]=2;
break;
case 33: rotx[0]=6;rotx[1]=5;rotx[2]=4;rotx[3]=5;
roty[0]=1;roty[1]=1;roty[2]=1;roty[3]=2;
break;
case 34: rotx[0]=6;rotx[1]=6;rotx[2]=6;rotx[3]=5;
roty[0]=3;roty[1]=2;roty[2]=1;roty[3]=2;
break;
case 41: rotx[0]=6;rotx[1]=5;rotx[2]=5;rotx[3]=4;
roty[0]=2;roty[1]=2;roty[2]=1;roty[3]=1;
break;
case 42: rotx[0]=5;rotx[1]=5;rotx[2]=6;rotx[3]=6;
roty[0]=3;roty[1]=2;roty[2]=2;roty[3]=1;
break;
case 51: rotx[0]=4;rotx[1]=5;rotx[2]=5;rotx[3]=6;
roty[0]=2;roty[1]=2;roty[2]=1;roty[3]=1;
break;
case 52: rotx[0]=5;rotx[1]=5;rotx[2]=6;rotx[3]=6;
roty[0]=1;roty[1]=2;roty[2]=2;roty[3]=3;
break;
case 61: rotx[0]=4;rotx[1]=5;rotx[2]=6;rotx[3]=6;
roty[0]=2;roty[1]=2;roty[2]=2;roty[3]=1;
break;
case 62: rotx[0]=5;rotx[1]=5;rotx[2]=5;rotx[3]=6;
roty[0]=1;roty[1]=2;roty[2]=3;roty[3]=3;
break;
case 63: rotx[0]=6;rotx[1]=5;rotx[2]=4;rotx[3]=4;
roty[0]=1;roty[1]=1;roty[2]=1;roty[3]=2;
break;
case 64: rotx[0]=6;rotx[1]=6;rotx[2]=6;rotx[3]=5;
roty[0]=3;roty[1]=2;roty[2]=1;roty[3]=1;
break;
case 71: rotx[0]=6;rotx[1]=5;rotx[2]=4;rotx[3]=4;
roty[0]=2;roty[1]=2;roty[2]=2;roty[3]=1;
break;
case 72: rotx[0]=5;rotx[1]=5;rotx[2]=5;rotx[3]=6;
roty[0]=3;roty[1]=2;roty[2]=1;roty[3]=1;
break;
case 73: rotx[0]=4;rotx[1]=5;rotx[2]=6;rotx[3]=6;
roty[0]=1;roty[1]=1;roty[2]=1;roty[3]=2;
break;
case 74: rotx[0]=6;rotx[1]=6;rotx[2]=6;rotx[3]=5;
roty[0]=1;roty[1]=2;roty[2]=3;roty[3]=3;
break;
}
system("cls"); /*显示初始阶段*/
printf("\n\n\n"); /*游戏区域下移3*/
for(u=0;u<19;u++)
{ for(i=0;i<12;i++)
printf("%c",str[i][u]);
printf("\n");
}
gotoxy(16,5);printf("--------");
gotoxy(16,12);printf("--------");
for(i=6;i<12;i++)
{ gotoxy(16,i);printf("|");gotoxy(23,i);printf("|"); }
for(i=6;i<12;i++)
{ gotoxy(16,i);printf("|");gotoxy(23,i);printf("|"); }
for(i=0;i<4;i++)
{ gotoxy(rotx[i]+14,roty[i]+6);printf("%c",15);
}
begin2: delay(26000); /*游戏开始,延迟1*/
speed: delay(10000); /*加速,延迟2*/
gotoxy(16,14);printf("Score:%d",score);
for(i=0;i<4;i++)
{ gotoxy(dotx[i]+1,doty[i]+4);printf(" ");
ddx=dotx[i];ddy=doty[i];
str[ddx][ddy]=' ';
}
an=an-0.4; /*表示按键是否一直按着,用于方块落地后的移动*/
c=bioskey(1); /*按键处理部分*/
/*bioskey(1)是用来检测是否按下案件的函数*/
if(c!=0)
{ c=bioskey(0);
if(c==8292||c==19712)
{ for(i=0;i<4;i++)
{ dx[i]=dotx[i]+1;dy[i]=doty[i]; }
jiance();
for(i=0;i<4;i++)
dotx[i]=(j)? dx[i] : dotx[i];
an=(j||bn);
}
if(c==7777||c==19200)
{ for(i=0;i<4;i++)
{ dx[i]=dotx[i]-1;dy[i]=doty[i]; }
jiance();
for(i=0;i<4;i++)
dotx[i]=(j)? dx[i] : dotx[i];
an=(j||bn);
}
if(c==6512) /*暂停的处理*/
{ while(1)
{ c=bioskey(0);
if(c==6512) break;
}
goto begin3;
}
if(c==8051||c==20480) spd=1; /*加速(spd==1表示加速状态)*/
if(c==4471||c==18432) /*旋转的处理*/
{ for(i=0;i<4;i++)
{ dx[i]=dotx[i];dy[i]=doty[i]; }
/*dx[]与dy[]是临时变量,这样一旦判断为不能旋转,就可方便的回复旋转前的坐标*/
cir(); /*旋转*/
jiance(); /*判断旋转是否能进行*/
for(i=0;i<4;i++)
{ dotx[i]=(j)? dx[i] : dotx[i]; doty[i]=(j)?dy[i] : doty[i]; }
/*根据jiance()得到的j值,判断是对dotx[]与doty[]赋旋转后的还是旋转前的值*/
if(j==1) /*如果旋转可已经行,就对原方块的状态进行改变*/
{ an=(j||bn);zt2=zt2+1;
if(zt2>maxzt[zt1]) zt2=1;
goto overif; /*结束旋转的处理*/
}
for(i=0;i<4;i++)
{ dx[i]=dotx[i]+1;dy[i]=doty[i]; }
/*如果不能旋转,再判断坐标右移一个后能否旋转*/
cir();
jiance();
for(i=0;i<4;i++)
{ dotx[i]=(j)? dx[i] : dotx[i]; doty[i]=(j)?dy[i] : doty[i]; }
if(j==1)
{ an=(j||bn);zt2=zt2+1;
if(zt2>maxzt[zt1]) zt2=1;
goto overif;
}
if(dotx[2]==1) goto overif;
for(i=0;i<4;i++)
{ dx[i]=dotx[i]-1;dy[i]=doty[i]; }
/*判断坐标左移一个后能否旋转*/
cir();
jiance();
for(i=0;i<4;i++)
{ dotx[i]=(j)? dx[i] : dotx[i]; doty[i]=(j)?dy[i] : doty[i]; }
if(j==1)
{ an=(j||bn);zt2=zt2+1;
if(zt2>maxzt[zt1]) zt2=1;
goto overif;
}
overif: ;
}
}
begin3: for(i=0;i<4;i++) /*方块下移的处理*/
{ dx[i]=dotx[i];dy[i]=doty[i]+1; }
jiance();
bn=j;
for(i=0;i<4;i++)
doty[i]=(j)? dy[i] : doty[i];
for(i=0;i<4;i++)
{ gotoxy(dotx[i]+1,doty[i]+4);printf("%c",15);
ddx=dotx[i];ddy=doty[i];
str[ddx][ddy]=15;
}
if(j==1&&spd==1) { spd=0;goto speed; }
if(j==1||an>0) goto begin2;
for(u=17;u>0;u--) /*方块停止下移(方块移动到底了)的处理*/
{ for(i=1;i<11;i++) /*判断每一行是否排满*/
if(str[i][u]==15) b[i]=1;
if (b[1]+b[2]+b[3]+b[4]+b[5]+b[6]+b[7]+b[8]+b[9]+b[10]<10)
{ for(o=1;o<11;o++) b[o]=0;
continue;
}
for(o=1;o<11;o++) b[o]=0;
a[t]=u;t++;
}
score+=(t)*(t-1)/2;
for(i=1;i<11;i++)
if(str[i][1]==15) b[i]=1;
if (b[1]+b[2]+b[3]+b[4]+b[5]+b[6]+b[7]+b[8]+b[9]+b[10]>0 &&t==1) goto over;
for(o=1;o<11;o++) b[o]=0;
if(t==1) goto ran;
switch(t) /*消除方块的处理,t=要消除的函数+1*/
{ case 5: for(u=a[4];u>1;u--) { for(i=1;i<11;i++) str[i][u]=str[i][u-1]; }
/*将要消除的行中,最上面一行,上面的方格整体下移,下面的case 4,3,2类似*/
case 4: for(u=a[3];u>1;u--) { for(i=1;i<11;i++) str[i][u]=str[i][u-1]; }
case 3: for(u=a[2];u>1;u--) { for(i=1;i<11;i++) str[i][u]=str[i][u-1]; }
case 2: for(u=a[1];u>1;u--) { for(i=1;i<11;i++) str[i][u]=str[i][u-1]; }
}
t=1;
for(u=1;u<18;u++)
{ for(i=1;i<11;i++)
{ gotoxy(i+1,u+4);
printf("%c",str[i][u]);
}
}
ran: zt1=rzt1;zt2=rzt2;rzt1=rand()%7+1; /*生成下两个方块*/
if(rzt1==2) rzt2=1;
if(rzt1==1||rzt1==4||rzt1==5) rzt2=rand()%2+1;
if(rzt1==3||rzt1==6||rzt1==7) rzt2=rand()%4+1;
for(i=0;i<4;i++)
{ dotx[i]=rotx[i];doty[i]=roty[i];
gotoxy(dotx[i]+1,doty[i]+4);printf("%c",15);
}
switch(rzt1*10+rzt2)
{ case 11: rotx[0]=4;rotx[1]=5;rotx[2]=6;rotx[3]=7;
roty[0]=2;roty[1]=2;roty[2]=2;roty[3]=2;
break;
case 12: rotx[0]=5;rotx[1]=5;rotx[2]=5;rotx[3]=5;
roty[0]=4;roty[1]=3;roty[2]=2;roty[3]=1;
break;
case 21: rotx[0]=5;rotx[1]=6;rotx[2]=5;rotx[3]=6;
roty[0]=1;roty[1]=1;roty[2]=2;roty[3]=2;
break;
case 31: rotx[0]=4;rotx[1]=5;rotx[2]=6;rotx[3]=5;
roty[0]=2;roty[1]=2;roty[2]=2;roty[3]=1;
break;
case 32: rotx[0]=5;rotx[1]=5;rotx[2]=5;rotx[3]=6;
roty[0]=1;roty[1]=2;roty[2]=3;roty[3]=2;
break;
case 33: rotx[0]=6;rotx[1]=5;rotx[2]=4;rotx[3]=5;
roty[0]=1;roty[1]=1;roty[2]=1;roty[3]=2;
break;
case 34: rotx[0]=6;rotx[1]=6;rotx[2]=6;rotx[3]=5;
roty[0]=3;roty[1]=2;roty[2]=1;roty[3]=2;
break;
case 41: rotx[0]=6;rotx[1]=5;rotx[2]=5;rotx[3]=4;
roty[0]=2;roty[1]=2;roty[2]=1;roty[3]=1;
break;
case 42: rotx[0]=5;rotx[1]=5;rotx[2]=6;rotx[3]=6;
roty[0]=3;roty[1]=2;roty[2]=2;roty[3]=1;
break;
case 51: rotx[0]=4;rotx[1]=5;rotx[2]=5;rotx[3]=6;
roty[0]=2;roty[1]=2;roty[2]=1;roty[3]=1;
break;
case 52: rotx[0]=5;rotx[1]=5;rotx[2]=6;rotx[3]=6;
roty[0]=1;roty[1]=2;roty[2]=2;roty[3]=3;
break;
case 61: rotx[0]=4;rotx[1]=5;rotx[2]=6;rotx[3]=6;
roty[0]=2;roty[1]=2;roty[2]=2;roty[3]=1;
break;
case 62: rotx[0]=5;rotx[1]=5;rotx[2]=5;rotx[3]=6;
roty[0]=1;roty[1]=2;roty[2]=3;roty[3]=3;
break;
case 63: rotx[0]=6;rotx[1]=5;rotx[2]=4;rotx[3]=4;
roty[0]=1;roty[1]=1;roty[2]=1;roty[3]=2;
break;
case 64: rotx[0]=6;rotx[1]=6;rotx[2]=6;rotx[3]=5;
roty[0]=3;roty[1]=2;roty[2]=1;roty[3]=1;
break;
case 71: rotx[0]=6;rotx[1]=5;rotx[2]=4;rotx[3]=4;
roty[0]=2;roty[1]=2;roty[2]=2;roty[3]=1;
break;
case 72: rotx[0]=5;rotx[1]=5;rotx[2]=5;rotx[3]=6;
roty[0]=3;roty[1]=2;roty[2]=1;roty[3]=1;
break;
case 73: rotx[0]=4;rotx[1]=5;rotx[2]=6;rotx[3]=6;
roty[0]=1;roty[1]=1;roty[2]=1;roty[3]=2;
break;
case 74: rotx[0]=6;rotx[1]=6;rotx[2]=6;rotx[3]=5;
roty[0]=1;roty[1]=2;roty[2]=3;roty[3]=3;
break;
}
for(i=6;i<12;i++) /*刷新一下用来显示下一个方块的那个区域*/
{ gotoxy(16,i);printf("|");gotoxy(23,i);printf("|"); }
for(i=6;i<12;i++)
for(u=17;u<23;u++) { gotoxy(u,i);printf("%c",32); }
for(i=0;i<4;i++)
{ gotoxy(rotx[i]+14,roty[i]+6);printf("%c",15); }
c=bioskey(1);an=0;
if(c!=0) c=bioskey(0);
if(spd==1) { spd=0;goto speed; }
goto begin2;
over: system("cls");
gotoxy(36,11);printf("GAME OVER");
bioskey(0);
system("cls");
printf("Your score is %d\n\n",score);
printf("Press 'Q' to exit\nIf you want to play again,please press other keys.");
score=0;
c=bioskey(0);
if(c!=4209) goto begin;
}
展开全部
自己倒是写过一个.400多行.不过注释都是写的英文,而且是很早以前写的.不好看,比前面那位兄台的好处在于是图形界面的,(* ̄▽ ̄*).......
/***************************************
TETRIS
by chichujn
version 1.1
start at 2008.01.18
finish at 2008.01.24
modify at 2008.02.27
***************************************/
/* Head Files */
#include <stdio.h>
#include <bios.h>
#include <stdlib.h>
#include <graphics.h>
/*Struct of block*/
/**************************************
Shape of block:
The block is put in 4x4 area
First row, bit 31-28;
Second row, bit 27-24...
Postion of block:
bit 15-8, bottom
bit 7-4, wide
bit 3-0, left
**************************************/
long all[19];
/***************************************
□□□□ □□□□ □□□□ □□□□ □□□□ □□□□ □□□□ □□□□ □□□□
□□□□ □□□□ □■□□ □□□□ ■□□□ □□□□ ■■□□ □□□□ □■□□
■■□□ ■■□□ ■■□□ □■■□ ■■□□ ■□□□ ■□□□ ■■■□ □■□□
■■□□ □■■□ ■□□□ ■■□□ □■□□ ■■■□ ■□□□ □□■□ ■■□□
□□□□ □□□□ □□□□ □□□□ □□□□ □□□□ □□□□ □□□□ □□□□ ■□□□
□□□□ ■□□□ □□□□ ■■□□ □□□□ ■□□□ □□□□ □■□□ □□□□ ■□□□
□□■□ ■□□□ ■■■□ □■□□ □■□□ ■■□□ ■■■□ ■■□□ □□□□ ■□□□
■■■□ ■■□□ ■□□□ □■□□ ■■■□ ■□□□ □■□□ □■□□ ■■■■ ■□□□
***************************************/
int screen[25];
/*Record the fixed blocks*/
/********************************
screen[n]
bit 9-0
********************************/
/* Function Welcome */
void Welcome(void)
{
gotoxy(37,10);
printf("TETRIS");
gotoxy(1,19);
printf("Version :1.1\nProgramBy:chichujn\n\nKEY: q-Quit; w-Rotate ; a-Left; d-Right; s-Speedup.\n\n");
printf("Press any key to start...");
getch();
}
/* Function Data_Init */
void Data_Init(void)
{
int i;
all[0]=0x00CC0014;
all[1]=0x00C60024;
all[2]=0x04C80014;
all[3]=0x006C0024;
all[4]=0x08C40014;
all[5]=0x008E0024;
all[6]=0x0C880014;
all[7]=0x00E20024;
all[8]=0x044C0014;
all[9]=0x002E0024;
all[10]=0x088C0014;
all[11]=0x00E80024;
all[12]=0x0C440014;
all[13]=0x004E0024;
all[14]=0x08C80014;
all[15]=0x00E40024;
all[16]=0x04C40014;
all[17]=0x000F0034;
all[18]=0x88880004;
for(i=0;i<25;++i)
screen[i]=0;
}
/* Function Block_Init */
long Block_Init()
{
randomize();
return(all[random(19)]);
}
/* Function Block_Position */
/***********************************
Return position param of the block
n=0,bottom
n=1,left
n=2,right
************************************/
int Block_Position(long block,int n)
{
if(n==0)
return( (int)block>>8 );
if(n==1)
return( (int)block&0x000F );
if(n==2)
return( ((int)block&0x000F) + ( ((int)block>>4)&0x000F ) );
}
/* Function Diplay */
/**************************************
Display the blocks.
Postion:
16,16;32,16;48,16...
16,32;32,32;48,32...
Width of the blocks:
14 pixels
Color:
White
**************************************/
void Display(long block)
{
int i,j;
int bottom;
int left;
bottom=Block_Position(block,0);
left=Block_Position(block,1);
for(i=0;i<25;++i)
for(j=0;j<10;++j)
{
if(( (screen[i]>>(9-j))&0x0001 )==0)
setfillstyle(SOLID_FILL,BLACK);
else
setfillstyle(SOLID_FILL,WHITE);
bar( (j+1)*16, (i+1)*16, (j+1)*16+14, (i+1)*16+14 );
}
setfillstyle(SOLID_FILL,WHITE);
for(i=0;i<16;++i)
if( ( ((block>>(31-i))&0x0001)==1 ) && ((bottom-3+i/4)>=0) )
bar( (left+i%4+1)*16, (bottom+i/4-3+1)*16, (left+i%4+1)*16+14, (bottom+i/4-3+1)*16+14 );
}
/* Function delay */
void delay(int n)
{
long t1,t2;
t1=t2=biostime(0,0);
while(t2-t1<n)
t2=biostime(0,0);
}
/* Function Block_Rotate */
long Block_Rotate(long block)
{
int n;
long tmp;
tmp=block;
switch( (int)(block>>16) )
{
case 0x00C6:tmp=0x04C80000+(tmp&0x0000FFFF);break;
case 0x04C8:tmp=0x00C60000+(tmp&0x0000FFFF);break;
case 0x006C:tmp=0x08C40000+(tmp&0x0000FFFF);break;
case 0x08C4:tmp=0x006C0000+(tmp&0x0000FFFF);break;
case 0x008E:tmp=0x0C880000+(tmp&0x0000FFFF);break;
case 0x0C88:tmp=0x00E20000+(tmp&0x0000FFFF);break;
case 0x00E2:tmp=0x044C0000+(tmp&0x0000FFFF);break;
case 0x044C:tmp=0x008E0000+(tmp&0x0000FFFF);break;
case 0x002E:tmp=0x088C0000+(tmp&0x0000FFFF);break;
case 0x088C:tmp=0x00E80000+(tmp&0x0000FFFF);break;
case 0x00E8:tmp=0x0C440000+(tmp&0x0000FFFF);break;
case 0x0C44:tmp=0x002E0000+(tmp&0x0000FFFF);break;
case 0x000F:tmp=0x88880000+(tmp&0x0000FFFF);break;
case 0x8888:tmp=0x000F0000+(tmp&0x0000FFFF);break;
case 0x004E:tmp=0x08C80000+(tmp&0x0000FFFF);break;
case 0x08C8:tmp=0x00E40000+(tmp&0x0000FFFF);break;
case 0x00E4:tmp=0x04C40000+(tmp&0x0000FFFF);break;
case 0x04C4:tmp=0x004E0000+(tmp&0x0000FFFF);break;
default:return(block);
}
n=(int)(block>>4)&0x000F;
if(n==0)
tmp+=0x0030;
if(n==1)
tmp+=0x0010;
if(n==2)
tmp-=0x0010;
if(n==3)
tmp-=0x0030;
if(Block_Check(tmp))
return(block);
return(tmp);
}
/* Function Block_Check */
/***********************************
Check the status of the block
return 0:Not out of edge and no crash
return 1:Out of edge
return 2:Crash with other blocks
***********************************/
int Block_Check(long block)
{
int i;
int bottom;
int left;
int right;
bottom=Block_Position(block,0);
left=Block_Position(block,1);
right=Block_Position(block,2);
if(left==0x000F||right>9||bottom>24)
return(1);
for(i=0;i<16;++i)
if( ((block>>(31-i))&1) && ( (screen[bottom-3+i/4]>>(9-left-i%4) ) &1 ) )
return(2);
return(0);
}
/* Function Block_Move */
/***********************************
Move the block
n=0:down
n=1:left
n=2:right
***********************************/
long Block_Move(long block,int n)
{
long tmp;
tmp=block;
if(n==0)
tmp+=0x0100;
if(n==1)
tmp-=0x0001;
if(n==2)
tmp+=0x0001;
if(Block_Check(tmp))
return(block);
return(tmp);
}
/* Function Screen_Refresh */
/***********************************
If the block touchs the bottom or crashes with other blocks.
Fresh the screen.
***********************************/
int Screen_Refresh(long block)
{
int i,j;
int score;
int left;
int bottom;
int tmp;
bottom=Block_Position(block,0);
left=Block_Position(block,1);
score=0;
for(i=0;i<16;++i)
if( ((block>>(31-i))&0x0001)==1 && ((((int)block>>8)&0x00FF)-i/4)<0 )
return(-1);
tmp=left>6?( ( (block>>28) &0x000F) >> (left-6) ):( ( (block>>28) &0x000F) << (6-left) );
screen[bottom-3]=screen[bottom-3]|tmp;
tmp=left>6?( ( (block>>24) &0x000F) >> (left-6) ):( ( (block>>24) &0x000F) << (6-left) );
screen[bottom-2]=screen[bottom-2]|tmp;
tmp=left>6?( ( (block>>20) &0x000F) >> (left-6) ):( ( (block>>20) &0x000F) << (6-left) );
screen[bottom-1]=screen[bottom-1]|tmp;
tmp=left>6?( ( (block>>16) &0x000F) >> (left-6) ):( ( (block>>16) &0x000F) << (6-left) );
screen[bottom]=screen[bottom]|tmp;
for(i=0;i<25;++i)
if(screen[i]==0x03FF)
{
score++;
for(j=i;j>0;--j)
screen[j]=screen[j-1];
}
return(score);
}
/* Function Block_Next */
/**********************************
Display the next block
**********************************/
void Block_Next(long next)
{
int i;
int bottom;
setfillstyle(SOLID_FILL,BLACK);
bar(306,98,328,120);
setfillstyle(SOLID_FILL,WHITE);
bottom=Block_Position(next,0);
for(i=0;i<16;++i)
if((next>>(31-i))&1)
bar( (i%4+1)*6+300, (bottom+i/4-3+1)*6+110, (i%4+1)*6+304, (bottom+i/4-3+1)*6+114 );
}
/* Function Graph_Text */
/*********************************
In graph mode,put a number on screen
position:left,bottom
number:n
*********************************/
void Graph_Text(int left,int bottom,int n,int color)
{
char *ch;
itoa(n,ch,10);
setcolor(color);
outtextxy(left,bottom,ch);
}
/* Function Game */
int Game()
{
long block;
long block_tmp;
long next;
int i;
int tmp;
int t;
int speed_tmp;
int Game_Speed;
int Game_Score;
char key;
char* score;
char* speed;
Game_Score=0;
Game_Speed=speed_tmp=1;
t=0;
block=Block_Init();
Display(block);
setcolor(WHITE);
settextstyle(4,0,3);
outtextxy(250,50,"Score:");
outtextxy(250,80,"SPeed:");
outtextxy(250,110,"Next :");
rectangle(14,14,176,416);
Graph_Text(300,50,Game_Score,WHITE);
Graph_Text(300,80,Game_Speed,WHITE);
next=Block_Init();
Block_Next(next);
while(1)
{
if(bioskey(1)!=0)
{
key=getch();
if(key=='q'||key=='Q')
break;
if(key=='s'||key=='S')
speed_tmp=10;
else
speed_tmp=Game_Speed;
}
delay(1);
++t;
if(t==30000)
t=0;
if(t%(11-speed_tmp)==0)
{
block_tmp=block;
block=Block_Move(block,0);
if(block_tmp==block)
{
tmp=Game_Score;
Graph_Text(300,50,Game_Score,BLACK);
Game_Score+=Screen_Refresh(block);
if(Game_Score<tmp)
return(tmp);
Graph_Text(300,50,Game_Score,WHITE);
if(Game_Score>tmp&&Game_Score%20==0&&Game_Speed<10&&Game_Score>0)
{
Graph_Text(300,80,Game_Speed,BLACK);
Game_Speed++;
Graph_Text(300,80,Game_Speed,WHITE);
}
block=next;
next=Block_Init();
Block_Next(next);
speed_tmp=Game_Speed;
}
Display(block);
}
if(key=='A'||key=='a'||key=='D'||key=='d'||key=='W'||key=='w')
{
if(key=='A'||key=='a')
block=Block_Move(block,1);
if(key=='D'||key=='d')
block=Block_Move(block,2);
if(key=='W'||key=='w')
block=Block_Rotate(block);
key='m';
Display(block);
}
}
return(Game_Score);
}
/* Function Main */
int main()
{
int gd=DETECT,gm;
int score;
Welcome();
Data_Init();
initgraph(&gd,&gm,"");
registerbgidriver(EGAVGA_driver);
score=Game();
closegraph();
gotoxy(35,12);
printf("Game Over");
gotoxy(1,23);
printf("Your score:%d\nPress any key to quit...",score);
getch();
}
/***************************************
TETRIS
by chichujn
version 1.1
start at 2008.01.18
finish at 2008.01.24
modify at 2008.02.27
***************************************/
/* Head Files */
#include <stdio.h>
#include <bios.h>
#include <stdlib.h>
#include <graphics.h>
/*Struct of block*/
/**************************************
Shape of block:
The block is put in 4x4 area
First row, bit 31-28;
Second row, bit 27-24...
Postion of block:
bit 15-8, bottom
bit 7-4, wide
bit 3-0, left
**************************************/
long all[19];
/***************************************
□□□□ □□□□ □□□□ □□□□ □□□□ □□□□ □□□□ □□□□ □□□□
□□□□ □□□□ □■□□ □□□□ ■□□□ □□□□ ■■□□ □□□□ □■□□
■■□□ ■■□□ ■■□□ □■■□ ■■□□ ■□□□ ■□□□ ■■■□ □■□□
■■□□ □■■□ ■□□□ ■■□□ □■□□ ■■■□ ■□□□ □□■□ ■■□□
□□□□ □□□□ □□□□ □□□□ □□□□ □□□□ □□□□ □□□□ □□□□ ■□□□
□□□□ ■□□□ □□□□ ■■□□ □□□□ ■□□□ □□□□ □■□□ □□□□ ■□□□
□□■□ ■□□□ ■■■□ □■□□ □■□□ ■■□□ ■■■□ ■■□□ □□□□ ■□□□
■■■□ ■■□□ ■□□□ □■□□ ■■■□ ■□□□ □■□□ □■□□ ■■■■ ■□□□
***************************************/
int screen[25];
/*Record the fixed blocks*/
/********************************
screen[n]
bit 9-0
********************************/
/* Function Welcome */
void Welcome(void)
{
gotoxy(37,10);
printf("TETRIS");
gotoxy(1,19);
printf("Version :1.1\nProgramBy:chichujn\n\nKEY: q-Quit; w-Rotate ; a-Left; d-Right; s-Speedup.\n\n");
printf("Press any key to start...");
getch();
}
/* Function Data_Init */
void Data_Init(void)
{
int i;
all[0]=0x00CC0014;
all[1]=0x00C60024;
all[2]=0x04C80014;
all[3]=0x006C0024;
all[4]=0x08C40014;
all[5]=0x008E0024;
all[6]=0x0C880014;
all[7]=0x00E20024;
all[8]=0x044C0014;
all[9]=0x002E0024;
all[10]=0x088C0014;
all[11]=0x00E80024;
all[12]=0x0C440014;
all[13]=0x004E0024;
all[14]=0x08C80014;
all[15]=0x00E40024;
all[16]=0x04C40014;
all[17]=0x000F0034;
all[18]=0x88880004;
for(i=0;i<25;++i)
screen[i]=0;
}
/* Function Block_Init */
long Block_Init()
{
randomize();
return(all[random(19)]);
}
/* Function Block_Position */
/***********************************
Return position param of the block
n=0,bottom
n=1,left
n=2,right
************************************/
int Block_Position(long block,int n)
{
if(n==0)
return( (int)block>>8 );
if(n==1)
return( (int)block&0x000F );
if(n==2)
return( ((int)block&0x000F) + ( ((int)block>>4)&0x000F ) );
}
/* Function Diplay */
/**************************************
Display the blocks.
Postion:
16,16;32,16;48,16...
16,32;32,32;48,32...
Width of the blocks:
14 pixels
Color:
White
**************************************/
void Display(long block)
{
int i,j;
int bottom;
int left;
bottom=Block_Position(block,0);
left=Block_Position(block,1);
for(i=0;i<25;++i)
for(j=0;j<10;++j)
{
if(( (screen[i]>>(9-j))&0x0001 )==0)
setfillstyle(SOLID_FILL,BLACK);
else
setfillstyle(SOLID_FILL,WHITE);
bar( (j+1)*16, (i+1)*16, (j+1)*16+14, (i+1)*16+14 );
}
setfillstyle(SOLID_FILL,WHITE);
for(i=0;i<16;++i)
if( ( ((block>>(31-i))&0x0001)==1 ) && ((bottom-3+i/4)>=0) )
bar( (left+i%4+1)*16, (bottom+i/4-3+1)*16, (left+i%4+1)*16+14, (bottom+i/4-3+1)*16+14 );
}
/* Function delay */
void delay(int n)
{
long t1,t2;
t1=t2=biostime(0,0);
while(t2-t1<n)
t2=biostime(0,0);
}
/* Function Block_Rotate */
long Block_Rotate(long block)
{
int n;
long tmp;
tmp=block;
switch( (int)(block>>16) )
{
case 0x00C6:tmp=0x04C80000+(tmp&0x0000FFFF);break;
case 0x04C8:tmp=0x00C60000+(tmp&0x0000FFFF);break;
case 0x006C:tmp=0x08C40000+(tmp&0x0000FFFF);break;
case 0x08C4:tmp=0x006C0000+(tmp&0x0000FFFF);break;
case 0x008E:tmp=0x0C880000+(tmp&0x0000FFFF);break;
case 0x0C88:tmp=0x00E20000+(tmp&0x0000FFFF);break;
case 0x00E2:tmp=0x044C0000+(tmp&0x0000FFFF);break;
case 0x044C:tmp=0x008E0000+(tmp&0x0000FFFF);break;
case 0x002E:tmp=0x088C0000+(tmp&0x0000FFFF);break;
case 0x088C:tmp=0x00E80000+(tmp&0x0000FFFF);break;
case 0x00E8:tmp=0x0C440000+(tmp&0x0000FFFF);break;
case 0x0C44:tmp=0x002E0000+(tmp&0x0000FFFF);break;
case 0x000F:tmp=0x88880000+(tmp&0x0000FFFF);break;
case 0x8888:tmp=0x000F0000+(tmp&0x0000FFFF);break;
case 0x004E:tmp=0x08C80000+(tmp&0x0000FFFF);break;
case 0x08C8:tmp=0x00E40000+(tmp&0x0000FFFF);break;
case 0x00E4:tmp=0x04C40000+(tmp&0x0000FFFF);break;
case 0x04C4:tmp=0x004E0000+(tmp&0x0000FFFF);break;
default:return(block);
}
n=(int)(block>>4)&0x000F;
if(n==0)
tmp+=0x0030;
if(n==1)
tmp+=0x0010;
if(n==2)
tmp-=0x0010;
if(n==3)
tmp-=0x0030;
if(Block_Check(tmp))
return(block);
return(tmp);
}
/* Function Block_Check */
/***********************************
Check the status of the block
return 0:Not out of edge and no crash
return 1:Out of edge
return 2:Crash with other blocks
***********************************/
int Block_Check(long block)
{
int i;
int bottom;
int left;
int right;
bottom=Block_Position(block,0);
left=Block_Position(block,1);
right=Block_Position(block,2);
if(left==0x000F||right>9||bottom>24)
return(1);
for(i=0;i<16;++i)
if( ((block>>(31-i))&1) && ( (screen[bottom-3+i/4]>>(9-left-i%4) ) &1 ) )
return(2);
return(0);
}
/* Function Block_Move */
/***********************************
Move the block
n=0:down
n=1:left
n=2:right
***********************************/
long Block_Move(long block,int n)
{
long tmp;
tmp=block;
if(n==0)
tmp+=0x0100;
if(n==1)
tmp-=0x0001;
if(n==2)
tmp+=0x0001;
if(Block_Check(tmp))
return(block);
return(tmp);
}
/* Function Screen_Refresh */
/***********************************
If the block touchs the bottom or crashes with other blocks.
Fresh the screen.
***********************************/
int Screen_Refresh(long block)
{
int i,j;
int score;
int left;
int bottom;
int tmp;
bottom=Block_Position(block,0);
left=Block_Position(block,1);
score=0;
for(i=0;i<16;++i)
if( ((block>>(31-i))&0x0001)==1 && ((((int)block>>8)&0x00FF)-i/4)<0 )
return(-1);
tmp=left>6?( ( (block>>28) &0x000F) >> (left-6) ):( ( (block>>28) &0x000F) << (6-left) );
screen[bottom-3]=screen[bottom-3]|tmp;
tmp=left>6?( ( (block>>24) &0x000F) >> (left-6) ):( ( (block>>24) &0x000F) << (6-left) );
screen[bottom-2]=screen[bottom-2]|tmp;
tmp=left>6?( ( (block>>20) &0x000F) >> (left-6) ):( ( (block>>20) &0x000F) << (6-left) );
screen[bottom-1]=screen[bottom-1]|tmp;
tmp=left>6?( ( (block>>16) &0x000F) >> (left-6) ):( ( (block>>16) &0x000F) << (6-left) );
screen[bottom]=screen[bottom]|tmp;
for(i=0;i<25;++i)
if(screen[i]==0x03FF)
{
score++;
for(j=i;j>0;--j)
screen[j]=screen[j-1];
}
return(score);
}
/* Function Block_Next */
/**********************************
Display the next block
**********************************/
void Block_Next(long next)
{
int i;
int bottom;
setfillstyle(SOLID_FILL,BLACK);
bar(306,98,328,120);
setfillstyle(SOLID_FILL,WHITE);
bottom=Block_Position(next,0);
for(i=0;i<16;++i)
if((next>>(31-i))&1)
bar( (i%4+1)*6+300, (bottom+i/4-3+1)*6+110, (i%4+1)*6+304, (bottom+i/4-3+1)*6+114 );
}
/* Function Graph_Text */
/*********************************
In graph mode,put a number on screen
position:left,bottom
number:n
*********************************/
void Graph_Text(int left,int bottom,int n,int color)
{
char *ch;
itoa(n,ch,10);
setcolor(color);
outtextxy(left,bottom,ch);
}
/* Function Game */
int Game()
{
long block;
long block_tmp;
long next;
int i;
int tmp;
int t;
int speed_tmp;
int Game_Speed;
int Game_Score;
char key;
char* score;
char* speed;
Game_Score=0;
Game_Speed=speed_tmp=1;
t=0;
block=Block_Init();
Display(block);
setcolor(WHITE);
settextstyle(4,0,3);
outtextxy(250,50,"Score:");
outtextxy(250,80,"SPeed:");
outtextxy(250,110,"Next :");
rectangle(14,14,176,416);
Graph_Text(300,50,Game_Score,WHITE);
Graph_Text(300,80,Game_Speed,WHITE);
next=Block_Init();
Block_Next(next);
while(1)
{
if(bioskey(1)!=0)
{
key=getch();
if(key=='q'||key=='Q')
break;
if(key=='s'||key=='S')
speed_tmp=10;
else
speed_tmp=Game_Speed;
}
delay(1);
++t;
if(t==30000)
t=0;
if(t%(11-speed_tmp)==0)
{
block_tmp=block;
block=Block_Move(block,0);
if(block_tmp==block)
{
tmp=Game_Score;
Graph_Text(300,50,Game_Score,BLACK);
Game_Score+=Screen_Refresh(block);
if(Game_Score<tmp)
return(tmp);
Graph_Text(300,50,Game_Score,WHITE);
if(Game_Score>tmp&&Game_Score%20==0&&Game_Speed<10&&Game_Score>0)
{
Graph_Text(300,80,Game_Speed,BLACK);
Game_Speed++;
Graph_Text(300,80,Game_Speed,WHITE);
}
block=next;
next=Block_Init();
Block_Next(next);
speed_tmp=Game_Speed;
}
Display(block);
}
if(key=='A'||key=='a'||key=='D'||key=='d'||key=='W'||key=='w')
{
if(key=='A'||key=='a')
block=Block_Move(block,1);
if(key=='D'||key=='d')
block=Block_Move(block,2);
if(key=='W'||key=='w')
block=Block_Rotate(block);
key='m';
Display(block);
}
}
return(Game_Score);
}
/* Function Main */
int main()
{
int gd=DETECT,gm;
int score;
Welcome();
Data_Init();
initgraph(&gd,&gm,"");
registerbgidriver(EGAVGA_driver);
score=Game();
closegraph();
gotoxy(35,12);
printf("Game Over");
gotoxy(1,23);
printf("Your score:%d\nPress any key to quit...",score);
getch();
}
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