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