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