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bsd-games/2.17/tetris/tetris.h

    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__));
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