xref: /original-bsd/games/tetris/tetris.h (revision ffad4576)
1 /*-
2  * Copyright (c) 1992 The Regents of the University of California.
3  * All rights reserved.
4  *
5  * This code is derived from software contributed to Berkeley by
6  * Chris Torek and Darren F. Provine.
7  *
8  * %sccs.include.redist.c%
9  *
10  *	@(#)tetris.h	5.2 (Berkeley) 12/23/92
11  */
12 
13 /*
14  * Definitions for Tetris.
15  */
16 
17 /*
18  * The display (`board') is composed of 23 rows of 12 columns of characters
19  * (numbered 0..22 and 0..11), stored in a single array for convenience.
20  * Columns 1 to 10 of rows 1 to 20 are the actual playing area, where
21  * shapes appear.  Columns 0 and 11 are always occupied, as are all
22  * columns of rows 21 and 22.  Rows 0 and 22 exist as boundary areas
23  * so that regions `outside' the visible area can be examined without
24  * worrying about addressing problems.
25  */
26 
27 	/* the board */
28 #define	B_COLS	12
29 #define	B_ROWS	23
30 #define	B_SIZE	(B_ROWS * B_COLS)
31 
32 typedef unsigned char cell;
33 cell	board[B_SIZE];		/* 1 => occupied, 0 => empty */
34 
35 	/* the displayed area (rows) */
36 #define	D_FIRST	1
37 #define	D_LAST	22
38 
39 	/* the active area (rows) */
40 #define	A_FIRST	1
41 #define	A_LAST	21
42 
43 /*
44  * Minimum display size.
45  */
46 #define	MINROWS	23
47 #define	MINCOLS	40
48 
49 int	Rows, Cols;		/* current screen size */
50 
51 /*
52  * Translations from board coordinates to display coordinates.
53  * As with board coordinates, display coordiates are zero origin.
54  */
55 #define	RTOD(x)	((x) - 1)
56 #define	CTOD(x)	((x) * 2 + (((Cols - 2 * B_COLS) >> 1) - 1))
57 
58 /*
59  * A `shape' is the fundamental thing that makes up the game.  There
60  * are 7 basic shapes, each consisting of four `blots':
61  *
62  *	X.X	  X.X		X.X
63  *	  X.X	X.X	X.X.X	X.X	X.X.X	X.X.X	X.X.X.X
64  *			  X		X	    X
65  *
66  *	  0	  1	  2	  3	  4	  5	  6
67  *
68  * Except for 3 and 6, the center of each shape is one of the blots.
69  * This blot is designated (0,0).  The other three blots can then be
70  * described as offsets from the center.  Shape 3 is the same under
71  * rotation, so its center is effectively irrelevant; it has been chosen
72  * so that it `sticks out' upward and leftward.  Except for shape 6,
73  * all the blots are contained in a box going from (-1,-1) to (+1,+1);
74  * shape 6's center `wobbles' as it rotates, so that while it `sticks out'
75  * rightward, its rotation---a vertical line---`sticks out' downward.
76  * The containment box has to include the offset (2,0), making the overall
77  * containment box range from offset (-1,-1) to (+2,+1).  (This is why
78  * there is only one row above, but two rows below, the display area.)
79  *
80  * The game works by choosing one of these shapes at random and putting
81  * its center at the middle of the first display row (row 1, column 5).
82  * The shape is moved steadily downward until it collides with something:
83  * either  another shape, or the bottom of the board.  When the shape can
84  * no longer be moved downwards, it is merged into the current board.
85  * At this time, any completely filled rows are elided, and blots above
86  * these rows move down to make more room.  A new random shape is again
87  * introduced at the top of the board, and the whole process repeats.
88  * The game ends when the new shape will not fit at (1,5).
89  *
90  * While the shapes are falling, the user can rotate them counterclockwise
91  * 90 degrees (in addition to moving them left or right), provided that the
92  * rotation puts the blots in empty spaces.  The table of shapes is set up
93  * so that each shape contains the index of the new shape obtained by
94  * rotating the current shape.  Due to symmetry, each shape has exactly
95  * 1, 2, or 4 rotations total; the first 7 entries in the table represent
96  * the primary shapes, and the remaining 12 represent their various
97  * rotated forms.
98  */
99 struct shape {
100 	int	rot;	/* index of rotated version of this shape */
101 	int	off[3];	/* offsets to other blots if center is at (0,0) */
102 };
103 
104 extern struct shape shapes[];
105 #define	randshape() (&shapes[random() % 7])
106 
107 /*
108  * Shapes fall at a rate faster than once per second.
109  *
110  * The initial rate is determined by dividing 1 million microseconds
111  * by the game `level'.  (This is at most 1 million, or one second.)
112  * Each time the fall-rate is used, it is decreased a little bit,
113  * depending on its current value, via the `faster' macro below.
114  * The value eventually reaches a limit, and things stop going faster,
115  * but by then the game is utterly impossible.
116  */
117 long	fallrate;		/* less than 1 million; smaller => faster */
118 #define	faster() (fallrate -= fallrate / 3000)
119 
120 /*
121  * Game level must be between 1 and 9.  This controls the initial fall rate
122  * and affects scoring.
123  */
124 #define	MINLEVEL	1
125 #define	MAXLEVEL	9
126 
127 /*
128  * Scoring is as follows:
129  *
130  * When the shape comes to rest, and is integrated into the board,
131  * we score one point.  If the shape is high up (at a low-numbered row),
132  * and the user hits the space bar, the shape plummets all the way down,
133  * and we score a point for each row it falls (plus one more as soon as
134  * we find that it is at rest and integrate it---until then, it can
135  * still be moved or rotated).
136  */
137 int	score;			/* the obvious thing */
138 
139 char	key_msg[100];
140 
141 int	fits_in __P((struct shape *, int));
142 void	place __P((struct shape *, int, int));
143 void	stop __P((char *));
144