Annotation of src/games/tetris/tetris.h, Revision 1.11
1.11 ! dholland 1: /* $NetBSD: tetris.h,v 1.10 2004/01/27 20:30:30 jsm Exp $ */
1.2 cgd 2:
1.1 cgd 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.
1.9 agc 18: * 3. Neither the name of the University nor the names of its contributors
1.1 cgd 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:
1.7 jsm 37: #include <sys/types.h>
38:
1.1 cgd 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;
1.8 jsm 59: extern cell board[B_SIZE]; /* 1 => occupied, 0 => empty */
1.1 cgd 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:
1.8 jsm 75: extern int Rows, Cols; /* current screen size */
1.1 cgd 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:
1.6 jsm 130: extern const struct shape shapes[];
1.1 cgd 131: #define randshape() (&shapes[random() % 7])
1.4 hubertf 132:
1.8 jsm 133: extern const struct shape *curshape;
134: extern const struct shape *nextshape;
1.1 cgd 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: */
1.8 jsm 146: extern long fallrate; /* less than 1 million; smaller => faster */
1.1 cgd 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: */
1.8 jsm 166: extern int score; /* the obvious thing */
1.7 jsm 167: extern gid_t gid, egid;
1.1 cgd 168:
1.8 jsm 169: extern char key_msg[100];
170: extern int showpreview;
1.1 cgd 171:
1.10 jsm 172: int fits_in(const struct shape *, int);
173: void place(const struct shape *, int, int);
1.11 ! dholland 174: void stop(const char *) __dead;
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