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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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