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      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