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restit.4th
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\
\ restit.4th Tetris-like game for AGON, redone in ANSI-Forth.
\ Original FORTH version Written 05Apr94 by Dirk Uwe Zoller, e-mail:
\ Look&feel stolen from Mike Taylor's "TETRIS FOR TERMINALS"
\
\ Please copy and share this program, modify it for your system
\ and improve it as you like. But don't remove this notice.
\
\ Thank you.
\
\ Adapted for Agon Light by Lennart Benschop 2023-07-17
\ Changes:
\ - Optimized for 40 column screen.
\ - user-defined tiles, in colour for Agon
\ - counterclockwise rotate
\ - Controls using arrow keys.
\ - Show next brick
\ - Add sound effects
\
ONLY FORTH DEFINITIONS
FORGET FORGET-TT
CREATE FORGET-TT
DECIMAL
WORDLIST CONSTANT TETRIS
GET-ORDER TETRIS DUP ROT 2 + SET-ORDER DEFINITIONS
\ Variables, constants
VARIABLE WIPING \ if true: wipe brick, else draw brick
2 CONSTANT COL0 \ position of the pit on screen
0 CONSTANT ROW0
10 CONSTANT WIDE \ size of pit in brick positions
20 CONSTANT DEEP
8 VALUE LEFT-KEY \ customize if you don't like them
11 VALUE ROT-KEY-R
CHAR X VALUE ROT-KEY-R2
CHAR Z VALUE ROT-KEY-L
21 VALUE RIGHT-KEY
BL VALUE DROP-KEY
10 VALUE DROP-KEY2
CHAR P VALUE PAUSE-KEY
27 VALUE QUIT-KEY
VARIABLE SCORE
VARIABLE PIECES
VARIABLE LEVELS
VARIABLE DELAY
VARIABLE BROW \ where the brick is
VARIABLE BCOL
\ stupid random number generator
VARIABLE SEED
: RANDOMIZE 0 ." Press any key." CR BEGIN 1+ KEY? UNTIL KEY DROP SEED ! ;
: RANDOM \ max --- n ; return random number < max
SEED @ 1103515245 * 12345 + [ HEX ] 07FFF [ DECIMAL ] AND
DUP SEED ! SWAP MOD ;
\ Emit 16-bit number as 2 bytes.
: 2EMIT ( n ---)
DUP EMIT 8 RSHIFT EMIT ;
127 VALUE VOLUME
\ Generate a tone.
: TONE ( chan wf vol freq dur --- )
2DROP 2DROP DROP
;
\ Drawing primitives:
: UDG
CREATE C,
DOES> DUP C@ 8 * $F000 + SWAP 1+ SWAP 8 CMOVE ;
\ Wall edge of pit
31 UDG WALL $7E C, $7E C, $7E C, $00 C, $E7 C, $E7 C, $E7 C, $00 C,
\ Bit patterns for each of the seven bricks.
9 UDG BR1 $00 C, $7E C, $7E C, $7E C, $7E C, $7E C, $7E C, $00 C,
8 UDG BR2 $FF C, $E7 C, $C3 C, $81 C, $81 C, $C3 C, $E7 C, $FF C,
11 UDG BR3 $55 C, $AA C, $55 C, $AA C, $55 C, $AA C, $55 C, $AA C,
10 UDG BR4 $FF C, $FF C, $FF C, $FF C, $FF C, $FF C, $FF C, $FF C,
13 UDG BR5 $FF C, $E7 C, $DB C, $BD C, $BD C, $DB C, $E7 C, $FF C,
12 UDG BR6 $00 C, $66 C, $66 C, $00 C, $00 C, $66 C, $66 C, $00 C,
7 UDG BR7 $FF C, $99 C, $99 C, $FF C, $FF C, $99 C, $99 C, $FF C,
137 UDG LEFTARROW $00 C, $00 C, $20 C, $40 C, $FE C, $40 C, $20 C, $00 C,
138 UDG RIGHTARROW $00 C, $00 C, $08 C, $04 C, $FE C, $04 C, $08 C, $00 C,
139 UDG UPARROW $10 C, $38 C, $54 C, $10 C, $10 C, $10 C, $10 C, $00 C,
140 UDG DOWNARROW $10 C, $10 C, $10 C, $10 C, $54 C, $38 C, $10 C, $00 C,
: POSITION \ row col --- ; cursor to the position in the pit
COL0 + SWAP ROW0 + AT-XY ;
CREATE BRICKCODES 9 C, 8 C, 11 C, 10 C, 13 C, 12 C, 7 C,
: PR-CHAR \ c1 ---
DUP BL = IF EMIT ELSE 65 - BRICKCODES + C@ EMIT THEN ;
: STONE \ c1 --- ; draw or undraw this character
WIPING @ IF DROP BL THEN PR-CHAR ;
\ Define the pit where bricks fall into:
: DEF-PIT CREATE WIDE DEEP * ALLOT
DOES> ROT WIDE * ROT + CHARS + ;
DEF-PIT PIT
: EMPTY-PIT DEEP 0 DO WIDE 0 DO BL J I PIT C!
LOOP LOOP ;
\ Displaying:
: DRAW-BOTTOM \ --- ; redraw the bottom of the pit
DEEP -1 POSITION
39 0 DO 31 EMIT LOOP
;
: DRAW-FRAME \ --- ; draw the border of the pit
DEEP 0 DO
I -1 POSITION 31 EMIT
I WIDE POSITION 31 EMIT
LOOP DRAW-BOTTOM ;
: BOTTOM-MSG \ addr cnt --- ; output a message in the bottom of the pit
DEEP OVER 2/ WIDE SWAP - 2/ POSITION TYPE ;
: DRAW-LINE \ line ---
DUP 0 POSITION WIDE 0 DO DUP I PIT C@ PR-CHAR LOOP DROP
;
: DRAW-PIT \ --- ; draw the contents of the pit
DEEP 0 DO I DRAW-LINE LOOP ;
: SHOW-KEY \ char --- ; visualization of that character
DUP BL <
IF [CHAR] @ OR [CHAR] ^ EMIT EMIT SPACE
ELSE [CHAR] ` EMIT EMIT [CHAR] ' EMIT
THEN ;
: WALLS ( n --- ) \ draw n wall characters
0 DO 31 EMIT LOOP ;
: SHOW-HELP \ --- ; display some explanations
20 0 AT-XY 20 WALLS
20 1 AT-XY 3 WALLS ." R E S T I T " 4 WALLS
13 2 AT-XY 27 WALLS
16 5 AT-XY ." Use keys:"
16 6 AT-XY 137 EMIT ." Move left"
16 7 AT-XY 139 EMIT ." or X Rotate right"
16 8 AT-XY [CHAR] Z EMIT ." Rotate left"
16 9 AT-XY 138 EMIT ." Move right"
16 10 AT-XY 140 EMIT ." or Space Drop"
16 11 AT-XY [CHAR] P EMIT ." Pause"
16 12 AT-XY ." Esc Quit"
13 13 AT-XY 27 WALLS
16 16 AT-XY ." Score:"
16 17 AT-XY ." Pieces:"
16 18 AT-XY ." Levels:"
0 22 AT-XY ." Original by Dirk Uwe Zoller 1994"
0 23 AT-XY ." Modified for Agon Lennart Benschop 2023"
;
: UPDATE-SCORE \ --- ; display current score
24 16 AT-XY SCORE @ 3 .R
24 17 AT-XY PIECES @ 3 .R
24 18 AT-XY LEVELS @ 3 .R ;
: REFRESH \ --- ; redraw everything on screen
PAGE DRAW-FRAME DRAW-PIT SHOW-HELP UPDATE-SCORE ;
\ Define shapes of bricks:
: DEF-BRICK CREATE 4 0 DO
' EXECUTE 0 DO DUP I CHARS + C@ C, LOOP DROP
REFILL DROP
LOOP
DOES> ROT 4 * ROT + CHARS + ;
DEF-BRICK BRICK1 S" "
S" AAA "
S" A "
S" "
DEF-BRICK BRICK2 S" "
S" BBBB"
S" "
S" "
DEF-BRICK BRICK3 S" "
S" CCC"
S" C "
S" "
DEF-BRICK BRICK4 S" "
S" DDD "
S" D "
S" "
DEF-BRICK BRICK5 S" "
S" EE "
S" EE "
S" "
DEF-BRICK BRICK6 S" "
S" FF "
S" FF "
S" "
DEF-BRICK BRICK7 S" "
S" GG "
S" GG "
S" "
\ this brick is actually in use:
DEF-BRICK BRICK S" "
S" "
S" "
S" "
DEF-BRICK SCRATCH S" "
S" "
S" "
S" "
CREATE BRICKS ' BRICK1 , ' BRICK2 , ' BRICK3 , ' BRICK4 ,
' BRICK5 , ' BRICK6 , ' BRICK7 ,
CREATE BRICK-VAL 1 C, 2 C, 3 C, 3 C, 4 C, 5 C, 5 C,
VARIABLE NEXT-BRICK
: IS-BRICK \ brick --- ; activate a shape of brick
>BODY ['] BRICK >BODY 16 CMOVE ;
: NEW-BRICK \ --- ; select a new brick by random, count it
1 PIECES +! NEXT-BRICK @
BRICKS OVER CELLS + @ IS-BRICK
BRICK-VAL SWAP CHARS + C@ SCORE +!
7 RANDOM NEXT-BRICK !
BRICKS NEXT-BRICK @ CELLS + @ >BODY 4 +
2 0 DO
15 I AT-XY
4 0 DO
DUP C@ STONE 1+
LOOP
LOOP DROP
;
: ROTLEFT 4 0 DO 4 0 DO
J I BRICK C@ 3 I - J SCRATCH C!
LOOP LOOP
['] SCRATCH IS-BRICK ;
: ROTRIGHT 4 0 DO 4 0 DO
J I BRICK C@ I 3 J - SCRATCH C!
LOOP LOOP
['] SCRATCH IS-BRICK ;
: DRAW-BRICK \ row col ---
4 0 DO 4 0 DO
J I BRICK C@ BL <>
IF OVER J + OVER I + POSITION
J I BRICK C@ STONE
THEN
LOOP LOOP 2DROP ;
: SHOW-BRICK FALSE WIPING ! DRAW-BRICK ;
: HIDE-BRICK TRUE WIPING ! DRAW-BRICK ;
: PUT-BRICK \ row col --- ; put the brick into the pit
4 0 DO 4 0 DO
J I BRICK C@ BL <>
IF OVER J + OVER I + PIT
J I BRICK C@ SWAP C!
THEN
LOOP LOOP 2DROP ;
: REMOVE-BRICK \ row col --- ; remove the brick from that position
4 0 DO 4 0 DO
J I BRICK C@ BL <>
IF OVER J + OVER I + PIT BL SWAP C! THEN
LOOP LOOP 2DROP ;
: TEST-BRICK \ row col --- flag ; could the brick be there?
4 0 DO 4 0 DO
J I BRICK C@ BL <>
IF OVER J + OVER I +
OVER DUP 0< SWAP DEEP >= OR
OVER DUP 0< SWAP WIDE >= OR
2SWAP PIT C@ BL <>
OR OR IF UNLOOP UNLOOP 2DROP FALSE EXIT THEN
THEN
LOOP LOOP 2DROP TRUE ;
: MOVE-BRICK \ rows cols --- flag ; try to move the brick
BROW @ BCOL @ REMOVE-BRICK
SWAP BROW @ + SWAP BCOL @ + 2DUP TEST-BRICK
IF BROW @ BCOL @ HIDE-BRICK
2DUP BCOL ! BROW ! 2DUP SHOW-BRICK PUT-BRICK TRUE
ELSE 2DROP BROW @ BCOL @ PUT-BRICK FALSE
THEN ;
: ROTATE-BRICK \ flag --- flag ; left/right, success
BROW @ BCOL @ REMOVE-BRICK
DUP IF ROTRIGHT ELSE ROTLEFT THEN
BROW @ BCOL @ TEST-BRICK
OVER IF ROTLEFT ELSE ROTRIGHT THEN
IF BROW @ BCOL @ HIDE-BRICK
IF ROTRIGHT ELSE ROTLEFT THEN
BROW @ BCOL @ PUT-BRICK
BROW @ BCOL @ SHOW-BRICK TRUE
ELSE DROP FALSE THEN ;
: INSERT-BRICK \ row col --- flag ; introduce a new brick
2DUP TEST-BRICK
IF 2DUP BCOL ! BROW !
2DUP PUT-BRICK DRAW-BRICK TRUE
ELSE 2DROP FALSE THEN ;
: DROP-BRICK \ --- ; move brick down fast
BEGIN 1 0 MOVE-BRICK 0= UNTIL ;
: MOVE-LINE \ from to ---
OVER 0 PIT OVER 0 PIT WIDE CMOVE DRAW-LINE
DUP 0 PIT WIDE BLANK DRAW-LINE ;
: LINE-FULL \ line-no --- flag
TRUE WIDE 0
DO OVER I PIT C@ BL =
IF DROP FALSE LEAVE THEN
LOOP NIP ;
VARIABLE FREQ
: REMOVE-LINES \ ---
500 FREQ !
DEEP DEEP
BEGIN
SWAP
BEGIN 1- DUP 0< IF
FREQ @ 500 = IF 0 0 VOLUME 200 50 TONE THEN
2DROP EXIT
THEN DUP LINE-FULL
WHILE
0 0 VOLUME FREQ @ 100 TONE
FREQ @ 105 100 */ FREQ !
1 LEVELS +! 10 SCORE +!
REPEAT
SWAP 1-
2DUP <> IF 2DUP MOVE-LINE THEN
AGAIN ;
: TO-UPPER \ char --- char ; convert to upper case
DUP [CHAR] a >= OVER [CHAR] z <= AND
IF [ CHAR A CHAR a - ] LITERAL + THEN ;
: DISPATCH \ key --- flag
CASE TO-UPPER
LEFT-KEY OF 0 -1 MOVE-BRICK DROP ENDOF
RIGHT-KEY OF 0 1 MOVE-BRICK DROP ENDOF
ROT-KEY-R OF 1 ROTATE-BRICK DROP ENDOF
ROT-KEY-R2 OF 1 ROTATE-BRICK DROP ENDOF
ROT-KEY-L OF 0 ROTATE-BRICK DROP ENDOF
DROP-KEY OF DROP-BRICK ENDOF
DROP-KEY2 OF DROP-BRICK ENDOF
PAUSE-KEY OF S" Paused " BOTTOM-MSG KEY DROP
DRAW-BOTTOM ENDOF
QUIT-KEY OF FALSE EXIT ENDOF
ENDCASE TRUE ;
: INITIALIZE \ --- ; prepare for playing
\ Define the UDGs
WALL BR1 BR2 BR3 BR4 BR5 BR6 BR7
LEFTARROW RIGHTARROW UPARROW DOWNARROW
RANDOMIZE EMPTY-PIT REFRESH
0 SCORE ! 0 PIECES ! 0 LEVELS ! 100 DELAY !
7 RANDOM NEXT-BRICK ! ;
: ADJUST-DELAY \ --- ; make it faster with increasing score
LEVELS @
DUP 50 < IF 100 OVER - ELSE
DUP 100 < IF 62 OVER 4 / - ELSE
DUP 500 < IF 31 OVER 16 / - ELSE 0 THEN THEN THEN
DELAY ! DROP ;
: PLAY-GAME \ --- ; play one tetris game
BEGIN
NEW-BRICK
-1 3 INSERT-BRICK
WHILE
BEGIN 4 0
DO 35 13 AT-XY
DELAY @ MS KEY?
IF BEGIN KEY KEY? WHILE DROP REPEAT
DISPATCH 0=
IF UNLOOP EXIT THEN
THEN
LOOP
1 0 MOVE-BRICK 0=
UNTIL
REMOVE-LINES
UPDATE-SCORE
ADJUST-DELAY
REPEAT
100 300 DO 0 0 VOLUME I 200 TONE -50 +LOOP
;
FORTH DEFINITIONS
: TT \ --- ; play the tetris game
INITIALIZE
S" Press any key " BOTTOM-MSG KEY DROP DRAW-BOTTOM
BEGIN
PLAY-GAME
S" Again? " BOTTOM-MSG KEY TO-UPPER [CHAR] N <>
WHILE INITIALIZE REPEAT
;
ONLY FORTH ALSO DEFINITIONS
TT