1 /* $NetBSD: tetris.h,v 1.8 2000/01/01 10:15:17 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. All advertising materials mentioning features or use of this software 19 * must display the following acknowledgement: 20 * This product includes software developed by the University of 21 * California, Berkeley and its contributors. 22 * 4. Neither the name of the University nor the names of its contributors 23 * may be used to endorse or promote products derived from this software 24 * without specific prior written permission. 25 * 26 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND 27 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 28 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 29 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE 30 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL 31 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS 32 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 33 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT 34 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY 35 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF 36 * SUCH DAMAGE. 37 * 38 * @(#)tetris.h 8.1 (Berkeley) 5/31/93 39 */ 40 41 #include <sys/types.h> 42 43 /* 44 * Definitions for Tetris. 45 */ 46 47 /* 48 * The display (`board') is composed of 23 rows of 12 columns of characters 49 * (numbered 0..22 and 0..11), stored in a single array for convenience. 50 * Columns 1 to 10 of rows 1 to 20 are the actual playing area, where 51 * shapes appear. Columns 0 and 11 are always occupied, as are all 52 * columns of rows 21 and 22. Rows 0 and 22 exist as boundary areas 53 * so that regions `outside' the visible area can be examined without 54 * worrying about addressing problems. 55 */ 56 57 /* the board */ 58 #define B_COLS 12 59 #define B_ROWS 23 60 #define B_SIZE (B_ROWS * B_COLS) 61 62 typedef unsigned char cell; 63 extern cell board[B_SIZE]; /* 1 => occupied, 0 => empty */ 64 65 /* the displayed area (rows) */ 66 #define D_FIRST 1 67 #define D_LAST 22 68 69 /* the active area (rows) */ 70 #define A_FIRST 1 71 #define A_LAST 21 72 73 /* 74 * Minimum display size. 75 */ 76 #define MINROWS 23 77 #define MINCOLS 40 78 79 extern int Rows, Cols; /* current screen size */ 80 81 /* 82 * Translations from board coordinates to display coordinates. 83 * As with board coordinates, display coordiates are zero origin. 84 */ 85 #define RTOD(x) ((x) - 1) 86 #define CTOD(x) ((x) * 2 + (((Cols - 2 * B_COLS) >> 1) - 1)) 87 88 /* 89 * A `shape' is the fundamental thing that makes up the game. There 90 * are 7 basic shapes, each consisting of four `blots': 91 * 92 * X.X X.X X.X 93 * X.X X.X X.X.X X.X X.X.X X.X.X X.X.X.X 94 * X X X 95 * 96 * 0 1 2 3 4 5 6 97 * 98 * Except for 3 and 6, the center of each shape is one of the blots. 99 * This blot is designated (0,0). The other three blots can then be 100 * described as offsets from the center. Shape 3 is the same under 101 * rotation, so its center is effectively irrelevant; it has been chosen 102 * so that it `sticks out' upward and leftward. Except for shape 6, 103 * all the blots are contained in a box going from (-1,-1) to (+1,+1); 104 * shape 6's center `wobbles' as it rotates, so that while it `sticks out' 105 * rightward, its rotation---a vertical line---`sticks out' downward. 106 * The containment box has to include the offset (2,0), making the overall 107 * containment box range from offset (-1,-1) to (+2,+1). (This is why 108 * there is only one row above, but two rows below, the display area.) 109 * 110 * The game works by choosing one of these shapes at random and putting 111 * its center at the middle of the first display row (row 1, column 5). 112 * The shape is moved steadily downward until it collides with something: 113 * either another shape, or the bottom of the board. When the shape can 114 * no longer be moved downwards, it is merged into the current board. 115 * At this time, any completely filled rows are elided, and blots above 116 * these rows move down to make more room. A new random shape is again 117 * introduced at the top of the board, and the whole process repeats. 118 * The game ends when the new shape will not fit at (1,5). 119 * 120 * While the shapes are falling, the user can rotate them counterclockwise 121 * 90 degrees (in addition to moving them left or right), provided that the 122 * rotation puts the blots in empty spaces. The table of shapes is set up 123 * so that each shape contains the index of the new shape obtained by 124 * rotating the current shape. Due to symmetry, each shape has exactly 125 * 1, 2, or 4 rotations total; the first 7 entries in the table represent 126 * the primary shapes, and the remaining 12 represent their various 127 * rotated forms. 128 */ 129 struct shape { 130 int rot; /* index of rotated version of this shape */ 131 int off[3]; /* offsets to other blots if center is at (0,0) */ 132 }; 133 134 extern const struct shape shapes[]; 135 #define randshape() (&shapes[random() % 7]) 136 137 extern const struct shape *curshape; 138 extern const struct shape *nextshape; 139 140 /* 141 * Shapes fall at a rate faster than once per second. 142 * 143 * The initial rate is determined by dividing 1 million microseconds 144 * by the game `level'. (This is at most 1 million, or one second.) 145 * Each time the fall-rate is used, it is decreased a little bit, 146 * depending on its current value, via the `faster' macro below. 147 * The value eventually reaches a limit, and things stop going faster, 148 * but by then the game is utterly impossible. 149 */ 150 extern long fallrate; /* less than 1 million; smaller => faster */ 151 #define faster() (fallrate -= fallrate / 3000) 152 153 /* 154 * Game level must be between 1 and 9. This controls the initial fall rate 155 * and affects scoring. 156 */ 157 #define MINLEVEL 1 158 #define MAXLEVEL 9 159 160 /* 161 * Scoring is as follows: 162 * 163 * When the shape comes to rest, and is integrated into the board, 164 * we score one point. If the shape is high up (at a low-numbered row), 165 * and the user hits the space bar, the shape plummets all the way down, 166 * and we score a point for each row it falls (plus one more as soon as 167 * we find that it is at rest and integrate it---until then, it can 168 * still be moved or rotated). 169 */ 170 extern int score; /* the obvious thing */ 171 extern gid_t gid, egid; 172 173 extern char key_msg[100]; 174 extern int showpreview; 175 176 int fits_in __P((const struct shape *, int)); 177 void place __P((const struct shape *, int, int)); 178 void stop __P((const char *)) __attribute__((__noreturn__)); 179