xref: /openbsd/games/tetris/tetris.h (revision 07ea8d15)
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 gid_t	gid, egid;
167 
168 char	key_msg[100];
169 
170 int	fits_in __P((struct shape *, int));
171 void	place __P((struct shape *, int, int));
172 void	stop __P((char *));
173