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1 /* $NetBSD: tetris.h,v 1.2 1995/04/22 07:42:48 cgd 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 /*
42 * Definitions for Tetris.
43 */
44
45 /*
46 * The display (`board') is composed of 23 rows of 12 columns of characters
47 * (numbered 0..22 and 0..11), stored in a single array for convenience.
48 * Columns 1 to 10 of rows 1 to 20 are the actual playing area, where
49 * shapes appear. Columns 0 and 11 are always occupied, as are all
50 * columns of rows 21 and 22. Rows 0 and 22 exist as boundary areas
51 * so that regions `outside' the visible area can be examined without
52 * worrying about addressing problems.
53 */
54
55 /* the board */
56 #define B_COLS 12
57 #define B_ROWS 23
58 #define B_SIZE (B_ROWS * B_COLS)
59
60 typedef unsigned char cell;
61 cell board[B_SIZE]; /* 1 => occupied, 0 => empty */
62
63 /* the displayed area (rows) */
64 #define D_FIRST 1
65 #define D_LAST 22
66
67 /* the active area (rows) */
68 #define A_FIRST 1
69 #define A_LAST 21
70
71 /*
72 * Minimum display size.
73 */
74 #define MINROWS 23
75 #define MINCOLS 40
76
77 int Rows, Cols; /* current screen size */
78
79 /*
80 * Translations from board coordinates to display coordinates.
81 * As with board coordinates, display coordiates are zero origin.
82 */
83 #define RTOD(x) ((x) - 1)
84 #define CTOD(x) ((x) * 2 + (((Cols - 2 * B_COLS) >> 1) - 1))
85
86 /*
87 * A `shape' is the fundamental thing that makes up the game. There
88 * are 7 basic shapes, each consisting of four `blots':
89 *
90 * X.X X.X X.X
91 * X.X X.X X.X.X X.X X.X.X X.X.X X.X.X.X
92 * X X X
93 *
94 * 0 1 2 3 4 5 6
95 *
96 * Except for 3 and 6, the center of each shape is one of the blots.
97 * This blot is designated (0,0). The other three blots can then be
98 * described as offsets from the center. Shape 3 is the same under
99 * rotation, so its center is effectively irrelevant; it has been chosen
100 * so that it `sticks out' upward and leftward. Except for shape 6,
101 * all the blots are contained in a box going from (-1,-1) to (+1,+1);
102 * shape 6's center `wobbles' as it rotates, so that while it `sticks out'
103 * rightward, its rotation---a vertical line---`sticks out' downward.
104 * The containment box has to include the offset (2,0), making the overall
105 * containment box range from offset (-1,-1) to (+2,+1). (This is why
106 * there is only one row above, but two rows below, the display area.)
107 *
108 * The game works by choosing one of these shapes at random and putting
109 * its center at the middle of the first display row (row 1, column 5).
110 * The shape is moved steadily downward until it collides with something:
111 * either another shape, or the bottom of the board. When the shape can
112 * no longer be moved downwards, it is merged into the current board.
113 * At this time, any completely filled rows are elided, and blots above
114 * these rows move down to make more room. A new random shape is again
115 * introduced at the top of the board, and the whole process repeats.
116 * The game ends when the new shape will not fit at (1,5).
117 *
118 * While the shapes are falling, the user can rotate them counterclockwise
119 * 90 degrees (in addition to moving them left or right), provided that the
120 * rotation puts the blots in empty spaces. The table of shapes is set up
121 * so that each shape contains the index of the new shape obtained by
122 * rotating the current shape. Due to symmetry, each shape has exactly
123 * 1, 2, or 4 rotations total; the first 7 entries in the table represent
124 * the primary shapes, and the remaining 12 represent their various
125 * rotated forms.
126 */
127 struct shape {
128 int rot; /* index of rotated version of this shape */
129 int off[3]; /* offsets to other blots if center is at (0,0) */
130 };
131
132 extern struct shape shapes[];
133 #define randshape() (&shapes[random() % 7])
134
135 /*
136 * Shapes fall at a rate faster than once per second.
137 *
138 * The initial rate is determined by dividing 1 million microseconds
139 * by the game `level'. (This is at most 1 million, or one second.)
140 * Each time the fall-rate is used, it is decreased a little bit,
141 * depending on its current value, via the `faster' macro below.
142 * The value eventually reaches a limit, and things stop going faster,
143 * but by then the game is utterly impossible.
144 */
145 long fallrate; /* less than 1 million; smaller => faster */
146 #define faster() (fallrate -= fallrate / 3000)
147
148 /*
149 * Game level must be between 1 and 9. This controls the initial fall rate
150 * and affects scoring.
151 */
152 #define MINLEVEL 1
153 #define MAXLEVEL 9
154
155 /*
156 * Scoring is as follows:
157 *
158 * When the shape comes to rest, and is integrated into the board,
159 * we score one point. If the shape is high up (at a low-numbered row),
160 * and the user hits the space bar, the shape plummets all the way down,
161 * and we score a point for each row it falls (plus one more as soon as
162 * we find that it is at rest and integrate it---until then, it can
163 * still be moved or rotated).
164 */
165 int score; /* the obvious thing */
166
167 char key_msg[100];
168
169 int fits_in __P((struct shape *, int));
170 void place __P((struct shape *, int, int));
171 void stop __P((char *));