1*57277Sbostic /* 2*57277Sbostic * Definitions for Tetris. 3*57277Sbostic */ 4*57277Sbostic 5*57277Sbostic /* 6*57277Sbostic * The display (`board') is composed of 23 rows of 12 columns of characters 7*57277Sbostic * (numbered 0..22 and 0..11), stored in a single array for convenience. 8*57277Sbostic * Columns 1 to 10 of rows 1 to 20 are the actual playing area, where 9*57277Sbostic * shapes appear. Columns 0 and 11 are always occupied, as are all 10*57277Sbostic * columns of rows 21 and 22. Rows 0 and 22 exist as boundary areas 11*57277Sbostic * so that regions `outside' the visible area can be examined without 12*57277Sbostic * worrying about addressing problems. 13*57277Sbostic */ 14*57277Sbostic 15*57277Sbostic /* the board */ 16*57277Sbostic #define B_COLS 12 17*57277Sbostic #define B_ROWS 23 18*57277Sbostic #define B_SIZE (B_ROWS * B_COLS) 19*57277Sbostic 20*57277Sbostic typedef unsigned char cell; 21*57277Sbostic cell board[B_SIZE]; /* 1 => occupied, 0 => empty */ 22*57277Sbostic 23*57277Sbostic /* the displayed area (rows) */ 24*57277Sbostic #define D_FIRST 1 25*57277Sbostic #define D_LAST 22 26*57277Sbostic 27*57277Sbostic /* the active area (rows) */ 28*57277Sbostic #define A_FIRST 1 29*57277Sbostic #define A_LAST 21 30*57277Sbostic 31*57277Sbostic /* 32*57277Sbostic * Minimum display size. 33*57277Sbostic */ 34*57277Sbostic #define MINROWS 23 35*57277Sbostic #define MINCOLS 40 36*57277Sbostic 37*57277Sbostic int Rows, Cols; /* current screen size */ 38*57277Sbostic 39*57277Sbostic /* 40*57277Sbostic * Translations from board coordinates to display coordinates. 41*57277Sbostic * As with board coordinates, display coordiates are zero origin. 42*57277Sbostic */ 43*57277Sbostic #define RTOD(x) ((x) - 1) 44*57277Sbostic #define CTOD(x) ((x) * 2 + (((Cols - 2 * B_COLS) >> 1) - 1)) 45*57277Sbostic 46*57277Sbostic /* 47*57277Sbostic * A `shape' is the fundamental thing that makes up the game. There 48*57277Sbostic * are 7 basic shapes, each consisting of four `blots': 49*57277Sbostic * 50*57277Sbostic * X.X X.X X.X 51*57277Sbostic * X.X X.X X.X.X X.X X.X.X X.X.X X.X.X.X 52*57277Sbostic * X X X 53*57277Sbostic * 54*57277Sbostic * 0 1 2 3 4 5 6 55*57277Sbostic * 56*57277Sbostic * Except for 3 and 6, the center of each shape is one of the blots. 57*57277Sbostic * This blot is designated (0,0). The other three blots can then be 58*57277Sbostic * described as offsets from the center. Shape 3 is the same under 59*57277Sbostic * rotation, so its center is effectively irrelevant; it has been chosen 60*57277Sbostic * so that it `sticks out' upward and leftward. Except for shape 6, 61*57277Sbostic * all the blots are contained in a box going from (-1,-1) to (+1,+1); 62*57277Sbostic * shape 6's center `wobbles' as it rotates, so that while it `sticks out' 63*57277Sbostic * rightward, its rotation---a vertical line---`sticks out' downward. 64*57277Sbostic * The containment box has to include the offset (2,0), making the overall 65*57277Sbostic * containment box range from offset (-1,-1) to (+2,+1). (This is why 66*57277Sbostic * there is only one row above, but two rows below, the display area.) 67*57277Sbostic * 68*57277Sbostic * The game works by choosing one of these shapes at random and putting 69*57277Sbostic * its center at the middle of the first display row (row 1, column 5). 70*57277Sbostic * The shape is moved steadily downward until it collides with something: 71*57277Sbostic * either another shape, or the bottom of the board. When the shape can 72*57277Sbostic * no longer be moved downwards, it is merged into the current board. 73*57277Sbostic * At this time, any completely filled rows are elided, and blots above 74*57277Sbostic * these rows move down to make more room. A new random shape is again 75*57277Sbostic * introduced at the top of the board, and the whole process repeats. 76*57277Sbostic * The game ends when the new shape will not fit at (1,5). 77*57277Sbostic * 78*57277Sbostic * While the shapes are falling, the user can rotate them counterclockwise 79*57277Sbostic * 90 degrees (in addition to moving them left or right), provided that the 80*57277Sbostic * rotation puts the blots in empty spaces. The table of shapes is set up 81*57277Sbostic * so that each shape contains the index of the new shape obtained by 82*57277Sbostic * rotating the current shape. Due to symmetry, each shape has exactly 83*57277Sbostic * 1, 2, or 4 rotations total; the first 7 entries in the table represent 84*57277Sbostic * the primary shapes, and the remaining 12 represent their various 85*57277Sbostic * rotated forms. 86*57277Sbostic */ 87*57277Sbostic struct shape { 88*57277Sbostic int rot; /* index of rotated version of this shape */ 89*57277Sbostic int off[3]; /* offsets to other blots if center is at (0,0) */ 90*57277Sbostic }; 91*57277Sbostic 92*57277Sbostic extern struct shape shapes[]; 93*57277Sbostic #define randshape() (&shapes[random() % 7]) 94*57277Sbostic 95*57277Sbostic /* 96*57277Sbostic * Shapes fall at a rate faster than once per second. 97*57277Sbostic * 98*57277Sbostic * The initial rate is determined by dividing 1 million microseconds 99*57277Sbostic * by the game `level'. (This is at most 1 million, or one second.) 100*57277Sbostic * Each time the fall-rate is used, it is decreased a little bit, 101*57277Sbostic * depending on its current value, via the `faster' macro below. 102*57277Sbostic * The value eventually reaches a limit, and things stop going faster, 103*57277Sbostic * but by then the game is utterly impossible. 104*57277Sbostic */ 105*57277Sbostic long fallrate; /* less than 1 million; smaller => faster */ 106*57277Sbostic #define faster() (fallrate -= fallrate / 3000) 107*57277Sbostic 108*57277Sbostic /* 109*57277Sbostic * Game level must be between 1 and 9. This controls the initial fall rate 110*57277Sbostic * and affects scoring. 111*57277Sbostic */ 112*57277Sbostic #define MINLEVEL 1 113*57277Sbostic #define MAXLEVEL 9 114*57277Sbostic 115*57277Sbostic /* 116*57277Sbostic * Scoring is as follows: 117*57277Sbostic * 118*57277Sbostic * When the shape comes to rest, and is integrated into the board, 119*57277Sbostic * we score one point. If the shape is high up (at a low-numbered row), 120*57277Sbostic * and the user hits the space bar, the shape plummets all the way down, 121*57277Sbostic * and we score a point for each row it falls (plus one more as soon as 122*57277Sbostic * we find that it is at rest and integrate it---until then, it can 123*57277Sbostic * still be moved or rotated). 124*57277Sbostic */ 125*57277Sbostic int score; /* the obvious thing */ 126*57277Sbostic 127*57277Sbostic char key_msg[100]; 128*57277Sbostic 129*57277Sbostic int fits_in __P((struct shape *, int)); 130*57277Sbostic void place __P((struct shape *, int, int)); 131*57277Sbostic void stop __P((char *)); 132