xref: /dragonfly/games/tetris/tetris.h (revision 560e4370)
1 /*	$OpenBSD: tetris.h,v 1.12 2017/08/13 02:12:16 tedu Exp $	*/
2 /*	$NetBSD: tetris.h,v 1.2 1995/04/22 07:42:48 cgd Exp $	*/
3 
4 /*-
5  * Copyright (c) 1992, 1993
6  *	The Regents of the University of California.  All rights reserved.
7  *
8  * This code is derived from software contributed to Berkeley by
9  * Chris Torek and Darren F. Provine.
10  *
11  * Redistribution and use in source and binary forms, with or without
12  * modification, are permitted provided that the following conditions
13  * are met:
14  * 1. Redistributions of source code must retain the above copyright
15  *    notice, this list of conditions and the following disclaimer.
16  * 2. Redistributions in binary form must reproduce the above copyright
17  *    notice, this list of conditions and the following disclaimer in the
18  *    documentation and/or other materials provided with the distribution.
19  * 3. Neither the name of the University nor the names of its contributors
20  *    may be used to endorse or promote products derived from this software
21  *    without specific prior written permission.
22  *
23  * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
24  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
25  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
26  * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
27  * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
28  * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
29  * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
30  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
31  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
32  * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
33  * SUCH DAMAGE.
34  *
35  *	@(#)tetris.h	8.1 (Berkeley) 5/31/93
36  */
37 
38 /*
39  * Definitions for Tetris.
40  */
41 
42 /*
43  * The display (`board') is composed of 23 rows of 12 columns of characters
44  * (numbered 0..22 and 0..11), stored in a single array for convenience.
45  * Columns 1 to 10 of rows 1 to 20 are the actual playing area, where
46  * shapes appear.  Columns 0 and 11 are always occupied, as are all
47  * columns of rows 21 and 22.  Rows 0 and 22 exist as boundary areas
48  * so that regions `outside' the visible area can be examined without
49  * worrying about addressing problems.
50  */
51 
52 	/* the board */
53 #define	B_COLS	12
54 #define	B_ROWS	23
55 #define	B_SIZE	(B_ROWS * B_COLS)
56 
57 typedef unsigned char cell;
58 extern cell board[B_SIZE];	/* 1 => occupied, 0 => empty */
59 
60 	/* the displayed area (rows) */
61 #define	D_FIRST	1
62 #define	D_LAST	22
63 
64 	/* the active area (rows) */
65 #define	A_FIRST	1
66 #define	A_LAST	21
67 
68 /*
69  * Minimum display size.
70  */
71 #define	MINROWS	23
72 #define	MINCOLS	40
73 
74 extern int Rows, Cols;	/* current screen size */
75 
76 /*
77  * Translations from board coordinates to display coordinates.
78  * As with board coordinates, display coordinates are zero origin.
79  */
80 #define	RTOD(x)	((x) - 1)
81 #define	CTOD(x)	((x) * 2 + (((Cols - 2 * B_COLS) >> 1) - 1))
82 
83 /*
84  * A `shape' is the fundamental thing that makes up the game.  There
85  * are 7 basic shapes, each consisting of four `blots':
86  *
87  *	X.X	  X.X		X.X
88  *	  X.X	X.X	X.X.X	X.X	X.X.X	X.X.X	X.X.X.X
89  *			  X		X	    X
90  *
91  *	  0	  1	  2	  3	  4	  5	  6
92  *
93  * Except for 3 and 6, the center of each shape is one of the blots.
94  * This blot is designated (0,0).  The other three blots can then be
95  * described as offsets from the center.  Shape 3 is the same under
96  * rotation, so its center is effectively irrelevant; it has been chosen
97  * so that it `sticks out' upward and leftward.  Except for shape 6,
98  * all the blots are contained in a box going from (-1,-1) to (+1,+1);
99  * shape 6's center `wobbles' as it rotates, so that while it `sticks out'
100  * rightward, its rotation---a vertical line---`sticks out' downward.
101  * The containment box has to include the offset (2,0), making the overall
102  * containment box range from offset (-1,-1) to (+2,+1).  (This is why
103  * there is only one row above, but two rows below, the display area.)
104  *
105  * The game works by choosing one of these shapes at random and putting
106  * its center at the middle of the first display row (row 1, column 5).
107  * The shape is moved steadily downward until it collides with something:
108  * either  another shape, or the bottom of the board.  When the shape can
109  * no longer be moved downwards, it is merged into the current board.
110  * At this time, any completely filled rows are elided, and blots above
111  * these rows move down to make more room.  A new random shape is again
112  * introduced at the top of the board, and the whole process repeats.
113  * The game ends when the new shape will not fit at (1,5).
114  *
115  * While the shapes are falling, the user can rotate them counterclockwise
116  * 90 degrees (in addition to moving them left or right), provided that the
117  * rotation puts the blots in empty spaces.  The table of shapes is set up
118  * so that each shape contains the index of the new shape obtained by
119  * rotating the current shape.  Due to symmetry, each shape has exactly
120  * 1, 2, or 4 rotations total; the first 7 entries in the table represent
121  * the primary shapes, and the remaining 12 represent their various
122  * rotated forms.
123  */
124 struct shape {
125 	int	rot;	/* index of rotated version of this shape */
126 	int	rotc;	/* -- " -- in classic version  */
127 	int	off[3];	/* offsets to other blots if center is at (0,0) */
128 };
129 
130 extern const struct shape shapes[];
131 
132 extern const struct shape *curshape;
133 extern const struct shape *nextshape;
134 
135 /*
136  * Shapes fall at a rate faster than once per second.
137  *
138  * The initial rate is determined by dividing 1 billion nanoseconds
139  * by the game `level'.  (This is at most 1 billion, or one second.)
140  * Each time the fallrate 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 extern long fallrate;	/* less than 1 billion; smaller => faster */
146 #define	faster() (fallrate -= fallrate / 3000000)
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  * If previewing has been turned on, the score is multiplied by PRE_PENALTY.
166  */
167 #define PRE_PENALTY 0.75
168 
169 extern int	score;		/* the obvious thing */
170 
171 extern char	key_msg[100];
172 extern int	showpreview;
173 extern int	classic;
174 
175 int fits_in(const struct shape *, int);
176 void place(const struct shape *, int, int);
177 void stop(const char *) __dead2;
178