1 /* $OpenBSD: tetris.h,v 1.13 2019/05/18 19:38:26 rob 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 #include <limits.h> 39 40 /* 41 * Definitions for Tetris. 42 */ 43 44 /* 45 * The display (`board') is composed of 23 rows of 12 columns of characters 46 * (numbered 0..22 and 0..11), stored in a single array for convenience. 47 * Columns 1 to 10 of rows 1 to 20 are the actual playing area, where 48 * shapes appear. Columns 0 and 11 are always occupied, as are all 49 * columns of rows 21 and 22. Rows 0 and 22 exist as boundary areas 50 * so that regions `outside' the visible area can be examined without 51 * worrying about addressing problems. 52 */ 53 54 /* the board */ 55 #define B_COLS 12 56 #define B_ROWS 23 57 #define B_SIZE (B_ROWS * B_COLS) 58 59 typedef unsigned char cell; 60 extern cell board[B_SIZE]; /* 1 => occupied, 0 => empty */ 61 62 /* the displayed area (rows) */ 63 #define D_FIRST 1 64 #define D_LAST 22 65 66 /* the active area (rows) */ 67 #define A_FIRST 1 68 #define A_LAST 21 69 70 /* 71 * Minimum display size. 72 */ 73 #define MINROWS 23 74 #define MINCOLS 40 75 76 extern int Rows, Cols; /* current screen size */ 77 78 /* 79 * Translations from board coordinates to display coordinates. 80 * As with board coordinates, display coordinates are zero origin. 81 */ 82 #define RTOD(x) ((x) - 1) 83 #define CTOD(x) ((x) * 2 + (((Cols - 2 * B_COLS) >> 1) - 1)) 84 85 /* 86 * A `shape' is the fundamental thing that makes up the game. There 87 * are 7 basic shapes, each consisting of four `blots': 88 * 89 * X.X X.X X.X 90 * X.X X.X X.X.X X.X X.X.X X.X.X X.X.X.X 91 * X X X 92 * 93 * 0 1 2 3 4 5 6 94 * 95 * Except for 3 and 6, the center of each shape is one of the blots. 96 * This blot is designated (0,0). The other three blots can then be 97 * described as offsets from the center. Shape 3 is the same under 98 * rotation, so its center is effectively irrelevant; it has been chosen 99 * so that it `sticks out' upward and leftward. Except for shape 6, 100 * all the blots are contained in a box going from (-1,-1) to (+1,+1); 101 * shape 6's center `wobbles' as it rotates, so that while it `sticks out' 102 * rightward, its rotation---a vertical line---`sticks out' downward. 103 * The containment box has to include the offset (2,0), making the overall 104 * containment box range from offset (-1,-1) to (+2,+1). (This is why 105 * there is only one row above, but two rows below, the display area.) 106 * 107 * The game works by choosing one of these shapes at random and putting 108 * its center at the middle of the first display row (row 1, column 5). 109 * The shape is moved steadily downward until it collides with something: 110 * either another shape, or the bottom of the board. When the shape can 111 * no longer be moved downwards, it is merged into the current board. 112 * At this time, any completely filled rows are elided, and blots above 113 * these rows move down to make more room. A new random shape is again 114 * introduced at the top of the board, and the whole process repeats. 115 * The game ends when the new shape will not fit at (1,5). 116 * 117 * While the shapes are falling, the user can rotate them counterclockwise 118 * 90 degrees (in addition to moving them left or right), provided that the 119 * rotation puts the blots in empty spaces. The table of shapes is set up 120 * so that each shape contains the index of the new shape obtained by 121 * rotating the current shape. Due to symmetry, each shape has exactly 122 * 1, 2, or 4 rotations total; the first 7 entries in the table represent 123 * the primary shapes, and the remaining 12 represent their various 124 * rotated forms. 125 */ 126 struct shape { 127 int rot; /* index of rotated version of this shape */ 128 int rotc; /* -- " -- in classic version */ 129 int off[3]; /* offsets to other blots if center is at (0,0) */ 130 }; 131 132 extern const struct shape shapes[]; 133 134 extern const struct shape *curshape; 135 extern const struct shape *nextshape; 136 137 /* 138 * Shapes fall at a rate faster than once per second. 139 * 140 * The initial rate is determined by dividing 1 billion nanoseconds 141 * by the game `level'. (This is at most 1 billion, or one second.) 142 * Each time the fallrate is used, it is decreased a little bit, 143 * depending on its current value, via the `faster' macro below. 144 * The value eventually reaches a limit, and things stop going faster, 145 * but by then the game is utterly impossible. 146 */ 147 extern long fallrate; /* less than 1 billion; smaller => faster */ 148 #define faster() (fallrate -= fallrate / 3000000) 149 150 /* 151 * Game level must be between 1 and 9. This controls the initial fall rate 152 * and affects scoring. 153 */ 154 #define MINLEVEL 1 155 #define MAXLEVEL 9 156 157 /* 158 * Scoring is as follows: 159 * 160 * When the shape comes to rest, and is integrated into the board, 161 * we score one point. If the shape is high up (at a low-numbered row), 162 * and the user hits the space bar, the shape plummets all the way down, 163 * and we score a point for each row it falls (plus one more as soon as 164 * we find that it is at rest and integrate it---until then, it can 165 * still be moved or rotated). 166 * 167 * If previewing has been turned on, the score is multiplied by PRE_PENALTY. 168 */ 169 #define PRE_PENALTY 0.75 170 171 extern int score; /* the obvious thing */ 172 173 extern char key_msg[100]; 174 extern char scorepath[PATH_MAX]; 175 extern int showpreview; 176 extern int classic; 177 178 int fits_in(const struct shape *, int); 179 void place(const struct shape *, int, int); 180 void stop(char *); 181