
1: /* $NetBSD: tetris.h,v 1.10 2004/01/27 20:30:30 jsm Exp $ */ 2: 3: /*- 4: * Copyright (c) 1992, 1993 5: * The Regents of the University of California. All rights reserved. 6: * 7: * This code is derived from software contributed to Berkeley by 8: * Chris Torek and Darren F. Provine. 9: * 10: * Redistribution and use in source and binary forms, with or without 11: * modification, are permitted provided that the following conditions 12: * are met: 13: * 1. Redistributions of source code must retain the above copyright 14: * notice, this list of conditions and the following disclaimer. 15: * 2. Redistributions in binary form must reproduce the above copyright 16: * notice, this list of conditions and the following disclaimer in the 17: * documentation and/or other materials provided with the distribution. 18: * 3. Neither the name of the University nor the names of its contributors 19: * may be used to endorse or promote products derived from this software 20: * without specific prior written permission. 21: * 22: * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND 23: * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 24: * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 25: * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE 26: * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL 27: * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS 28: * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 29: * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT 30: * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY 31: * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF 32: * SUCH DAMAGE. 33: * 34: * @(#)tetris.h 8.1 (Berkeley) 5/31/93 35: */ 36: 37: #include <sys/types.h> 38: 39: /* 40: * Definitions for Tetris. 41: */ 42: 43: /* 44: * The display (`board') is composed of 23 rows of 12 columns of characters 45: * (numbered 0..22 and 0..11), stored in a single array for convenience. 46: * Columns 1 to 10 of rows 1 to 20 are the actual playing area, where 47: * shapes appear. Columns 0 and 11 are always occupied, as are all 48: * columns of rows 21 and 22. Rows 0 and 22 exist as boundary areas 49: * so that regions `outside' the visible area can be examined without 50: * worrying about addressing problems. 51: */ 52: 53: /* the board */ 54: #define B_COLS 12 55: #define B_ROWS 23 56: #define B_SIZE (B_ROWS * B_COLS) 57: 58: typedef unsigned char cell; 59: extern cell board[B_SIZE]; /* 1 => occupied, 0 => empty */ 60: 61: /* the displayed area (rows) */ 62: #define D_FIRST 1 63: #define D_LAST 22 64: 65: /* the active area (rows) */ 66: #define A_FIRST 1 67: #define A_LAST 21 68: 69: /* 70: * Minimum display size. 71: */ 72: #define MINROWS 23 73: #define MINCOLS 40 74: 75: extern int Rows, Cols; /* current screen size */ 76: 77: /* 78: * Translations from board coordinates to display coordinates. 79: * As with board coordinates, display coordiates are zero origin. 80: */ 81: #define RTOD(x) ((x) - 1) 82: #define CTOD(x) ((x) * 2 + (((Cols - 2 * B_COLS) >> 1) - 1)) 83: 84: /* 85: * A `shape' is the fundamental thing that makes up the game. There 86: * are 7 basic shapes, each consisting of four `blots': 87: * 88: * X.X X.X X.X 89: * X.X X.X X.X.X X.X X.X.X X.X.X X.X.X.X 90: * X X X 91: * 92: * 0 1 2 3 4 5 6 93: * 94: * Except for 3 and 6, the center of each shape is one of the blots. 95: * This blot is designated (0,0). The other three blots can then be 96: * described as offsets from the center. Shape 3 is the same under 97: * rotation, so its center is effectively irrelevant; it has been chosen 98: * so that it `sticks out' upward and leftward. Except for shape 6, 99: * all the blots are contained in a box going from (-1,-1) to (+1,+1); 100: * shape 6's center `wobbles' as it rotates, so that while it `sticks out' 101: * rightward, its rotation---a vertical line---`sticks out' downward. 102: * The containment box has to include the offset (2,0), making the overall 103: * containment box range from offset (-1,-1) to (+2,+1). (This is why 104: * there is only one row above, but two rows below, the display area.) 105: * 106: * The game works by choosing one of these shapes at random and putting 107: * its center at the middle of the first display row (row 1, column 5). 108: * The shape is moved steadily downward until it collides with something: 109: * either another shape, or the bottom of the board. When the shape can 110: * no longer be moved downwards, it is merged into the current board. 111: * At this time, any completely filled rows are elided, and blots above 112: * these rows move down to make more room. A new random shape is again 113: * introduced at the top of the board, and the whole process repeats. 114: * The game ends when the new shape will not fit at (1,5). 115: * 116: * While the shapes are falling, the user can rotate them counterclockwise 117: * 90 degrees (in addition to moving them left or right), provided that the 118: * rotation puts the blots in empty spaces. The table of shapes is set up 119: * so that each shape contains the index of the new shape obtained by 120: * rotating the current shape. Due to symmetry, each shape has exactly 121: * 1, 2, or 4 rotations total; the first 7 entries in the table represent 122: * the primary shapes, and the remaining 12 represent their various 123: * rotated forms. 124: */ 125: struct shape { 126: int rot; /* index of rotated version of this shape */ 127: int off[3]; /* offsets to other blots if center is at (0,0) */ 128: }; 129: 130: extern const struct shape shapes[]; 131: #define randshape() (&shapes[random() % 7]) 132: 133: extern const struct shape *curshape; 134: extern const struct shape *nextshape; 135: 136: /* 137: * Shapes fall at a rate faster than once per second. 138: * 139: * The initial rate is determined by dividing 1 million microseconds 140: * by the game `level'. (This is at most 1 million, or one second.) 141: * Each time the fall-rate is used, it is decreased a little bit, 142: * depending on its current value, via the `faster' macro below. 143: * The value eventually reaches a limit, and things stop going faster, 144: * but by then the game is utterly impossible. 145: */ 146: extern long fallrate; /* less than 1 million; smaller => faster */ 147: #define faster() (fallrate -= fallrate / 3000) 148: 149: /* 150: * Game level must be between 1 and 9. This controls the initial fall rate 151: * and affects scoring. 152: */ 153: #define MINLEVEL 1 154: #define MAXLEVEL 9 155: 156: /* 157: * Scoring is as follows: 158: * 159: * When the shape comes to rest, and is integrated into the board, 160: * we score one point. If the shape is high up (at a low-numbered row), 161: * and the user hits the space bar, the shape plummets all the way down, 162: * and we score a point for each row it falls (plus one more as soon as 163: * we find that it is at rest and integrate it---until then, it can 164: * still be moved or rotated). 165: */ 166: extern int score; /* the obvious thing */ 167: extern gid_t gid, egid; 168: 169: extern char key_msg[100]; 170: extern int showpreview; 171: 172: int fits_in(const struct shape *, int); 173: void place(const struct shape *, int, int); 174: void stop(const char *) __attribute__((__noreturn__));