xref: /openbsd/games/tetris/tetris.h (revision 76d0caae)
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