1 1.16 nia /* $NetBSD: tetris.h,v 1.16 2020/07/21 02:42:05 nia Exp $ */ 2 1.2 cgd 3 1.1 cgd /*- 4 1.1 cgd * Copyright (c) 1992, 1993 5 1.1 cgd * The Regents of the University of California. All rights reserved. 6 1.1 cgd * 7 1.1 cgd * This code is derived from software contributed to Berkeley by 8 1.1 cgd * Chris Torek and Darren F. Provine. 9 1.1 cgd * 10 1.1 cgd * Redistribution and use in source and binary forms, with or without 11 1.1 cgd * modification, are permitted provided that the following conditions 12 1.1 cgd * are met: 13 1.1 cgd * 1. Redistributions of source code must retain the above copyright 14 1.1 cgd * notice, this list of conditions and the following disclaimer. 15 1.1 cgd * 2. Redistributions in binary form must reproduce the above copyright 16 1.1 cgd * notice, this list of conditions and the following disclaimer in the 17 1.1 cgd * documentation and/or other materials provided with the distribution. 18 1.9 agc * 3. Neither the name of the University nor the names of its contributors 19 1.1 cgd * may be used to endorse or promote products derived from this software 20 1.1 cgd * without specific prior written permission. 21 1.1 cgd * 22 1.1 cgd * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND 23 1.1 cgd * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 24 1.1 cgd * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 25 1.1 cgd * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE 26 1.1 cgd * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL 27 1.1 cgd * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS 28 1.1 cgd * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 29 1.1 cgd * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT 30 1.1 cgd * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY 31 1.1 cgd * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF 32 1.1 cgd * SUCH DAMAGE. 33 1.1 cgd * 34 1.1 cgd * @(#)tetris.h 8.1 (Berkeley) 5/31/93 35 1.1 cgd */ 36 1.1 cgd 37 1.7 jsm #include <sys/types.h> 38 1.7 jsm 39 1.1 cgd /* 40 1.1 cgd * Definitions for Tetris. 41 1.1 cgd */ 42 1.1 cgd 43 1.1 cgd /* 44 1.1 cgd * The display (`board') is composed of 23 rows of 12 columns of characters 45 1.1 cgd * (numbered 0..22 and 0..11), stored in a single array for convenience. 46 1.1 cgd * Columns 1 to 10 of rows 1 to 20 are the actual playing area, where 47 1.1 cgd * shapes appear. Columns 0 and 11 are always occupied, as are all 48 1.1 cgd * columns of rows 21 and 22. Rows 0 and 22 exist as boundary areas 49 1.1 cgd * so that regions `outside' the visible area can be examined without 50 1.1 cgd * worrying about addressing problems. 51 1.1 cgd */ 52 1.1 cgd 53 1.1 cgd /* the board */ 54 1.1 cgd #define B_COLS 12 55 1.1 cgd #define B_ROWS 23 56 1.1 cgd #define B_SIZE (B_ROWS * B_COLS) 57 1.1 cgd 58 1.1 cgd typedef unsigned char cell; 59 1.8 jsm extern cell board[B_SIZE]; /* 1 => occupied, 0 => empty */ 60 1.1 cgd 61 1.1 cgd /* the displayed area (rows) */ 62 1.1 cgd #define D_FIRST 1 63 1.1 cgd #define D_LAST 22 64 1.1 cgd 65 1.1 cgd /* the active area (rows) */ 66 1.1 cgd #define A_FIRST 1 67 1.1 cgd #define A_LAST 21 68 1.1 cgd 69 1.1 cgd /* 70 1.1 cgd * Minimum display size. 71 1.1 cgd */ 72 1.1 cgd #define MINROWS 23 73 1.1 cgd #define MINCOLS 40 74 1.1 cgd 75 1.8 jsm extern int Rows, Cols; /* current screen size */ 76 1.15 nat extern int Offset; /* vert. offset to center board */ 77 1.1 cgd 78 1.1 cgd /* 79 1.1 cgd * Translations from board coordinates to display coordinates. 80 1.1 cgd * As with board coordinates, display coordiates are zero origin. 81 1.1 cgd */ 82 1.1 cgd #define RTOD(x) ((x) - 1) 83 1.1 cgd #define CTOD(x) ((x) * 2 + (((Cols - 2 * B_COLS) >> 1) - 1)) 84 1.1 cgd 85 1.1 cgd /* 86 1.1 cgd * A `shape' is the fundamental thing that makes up the game. There 87 1.1 cgd * are 7 basic shapes, each consisting of four `blots': 88 1.1 cgd * 89 1.1 cgd * X.X X.X X.X 90 1.1 cgd * X.X X.X X.X.X X.X X.X.X X.X.X X.X.X.X 91 1.1 cgd * X X X 92 1.1 cgd * 93 1.1 cgd * 0 1 2 3 4 5 6 94 1.1 cgd * 95 1.1 cgd * Except for 3 and 6, the center of each shape is one of the blots. 96 1.1 cgd * This blot is designated (0,0). The other three blots can then be 97 1.1 cgd * described as offsets from the center. Shape 3 is the same under 98 1.1 cgd * rotation, so its center is effectively irrelevant; it has been chosen 99 1.1 cgd * so that it `sticks out' upward and leftward. Except for shape 6, 100 1.1 cgd * all the blots are contained in a box going from (-1,-1) to (+1,+1); 101 1.1 cgd * shape 6's center `wobbles' as it rotates, so that while it `sticks out' 102 1.1 cgd * rightward, its rotation---a vertical line---`sticks out' downward. 103 1.1 cgd * The containment box has to include the offset (2,0), making the overall 104 1.1 cgd * containment box range from offset (-1,-1) to (+2,+1). (This is why 105 1.1 cgd * there is only one row above, but two rows below, the display area.) 106 1.1 cgd * 107 1.1 cgd * The game works by choosing one of these shapes at random and putting 108 1.1 cgd * its center at the middle of the first display row (row 1, column 5). 109 1.1 cgd * The shape is moved steadily downward until it collides with something: 110 1.1 cgd * either another shape, or the bottom of the board. When the shape can 111 1.1 cgd * no longer be moved downwards, it is merged into the current board. 112 1.1 cgd * At this time, any completely filled rows are elided, and blots above 113 1.1 cgd * these rows move down to make more room. A new random shape is again 114 1.1 cgd * introduced at the top of the board, and the whole process repeats. 115 1.1 cgd * The game ends when the new shape will not fit at (1,5). 116 1.1 cgd * 117 1.1 cgd * While the shapes are falling, the user can rotate them counterclockwise 118 1.1 cgd * 90 degrees (in addition to moving them left or right), provided that the 119 1.1 cgd * rotation puts the blots in empty spaces. The table of shapes is set up 120 1.1 cgd * so that each shape contains the index of the new shape obtained by 121 1.1 cgd * rotating the current shape. Due to symmetry, each shape has exactly 122 1.1 cgd * 1, 2, or 4 rotations total; the first 7 entries in the table represent 123 1.1 cgd * the primary shapes, and the remaining 12 represent their various 124 1.1 cgd * rotated forms. 125 1.1 cgd */ 126 1.1 cgd struct shape { 127 1.13 christos int color; 128 1.1 cgd int rot; /* index of rotated version of this shape */ 129 1.1 cgd int off[3]; /* offsets to other blots if center is at (0,0) */ 130 1.1 cgd }; 131 1.1 cgd 132 1.6 jsm extern const struct shape shapes[]; 133 1.16 nia #define randshape() (&shapes[arc4random_uniform(7)]) 134 1.4 hubertf 135 1.8 jsm extern const struct shape *nextshape; 136 1.1 cgd 137 1.1 cgd /* 138 1.1 cgd * Shapes fall at a rate faster than once per second. 139 1.1 cgd * 140 1.1 cgd * The initial rate is determined by dividing 1 million microseconds 141 1.1 cgd * by the game `level'. (This is at most 1 million, or one second.) 142 1.1 cgd * Each time the fall-rate is used, it is decreased a little bit, 143 1.1 cgd * depending on its current value, via the `faster' macro below. 144 1.1 cgd * The value eventually reaches a limit, and things stop going faster, 145 1.1 cgd * but by then the game is utterly impossible. 146 1.1 cgd */ 147 1.8 jsm extern long fallrate; /* less than 1 million; smaller => faster */ 148 1.1 cgd #define faster() (fallrate -= fallrate / 3000) 149 1.1 cgd 150 1.1 cgd /* 151 1.1 cgd * Game level must be between 1 and 9. This controls the initial fall rate 152 1.1 cgd * and affects scoring. 153 1.1 cgd */ 154 1.1 cgd #define MINLEVEL 1 155 1.1 cgd #define MAXLEVEL 9 156 1.1 cgd 157 1.1 cgd /* 158 1.1 cgd * Scoring is as follows: 159 1.1 cgd * 160 1.1 cgd * When the shape comes to rest, and is integrated into the board, 161 1.1 cgd * we score one point. If the shape is high up (at a low-numbered row), 162 1.1 cgd * and the user hits the space bar, the shape plummets all the way down, 163 1.1 cgd * and we score a point for each row it falls (plus one more as soon as 164 1.1 cgd * we find that it is at rest and integrate it---until then, it can 165 1.1 cgd * still be moved or rotated). 166 1.1 cgd */ 167 1.8 jsm extern int score; /* the obvious thing */ 168 1.7 jsm extern gid_t gid, egid; 169 1.1 cgd 170 1.8 jsm extern char key_msg[100]; 171 1.8 jsm extern int showpreview; 172 1.14 pgoyette extern int nocolor; 173 1.1 cgd 174 1.10 jsm int fits_in(const struct shape *, int); 175 1.10 jsm void place(const struct shape *, int, int); 176 1.11 dholland void stop(const char *) __dead; 177