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tetris.h revision 1.12.12.1
      1  1.12.12.1       tls /*	$NetBSD: tetris.h,v 1.12.12.1 2014/08/20 00:00:23 tls 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        1.1       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  1.12.12.1       tls 	int	color;
    127        1.1       cgd 	int	rot;	/* index of rotated version of this shape */
    128        1.1       cgd 	int	off[3];	/* offsets to other blots if center is at (0,0) */
    129        1.1       cgd };
    130        1.1       cgd 
    131        1.6       jsm extern const struct shape shapes[];
    132        1.1       cgd #define	randshape() (&shapes[random() % 7])
    133        1.4   hubertf 
    134        1.8       jsm extern const struct shape *nextshape;
    135        1.1       cgd 
    136        1.1       cgd /*
    137        1.1       cgd  * Shapes fall at a rate faster than once per second.
    138        1.1       cgd  *
    139        1.1       cgd  * The initial rate is determined by dividing 1 million microseconds
    140        1.1       cgd  * by the game `level'.  (This is at most 1 million, or one second.)
    141        1.1       cgd  * Each time the fall-rate is used, it is decreased a little bit,
    142        1.1       cgd  * depending on its current value, via the `faster' macro below.
    143        1.1       cgd  * The value eventually reaches a limit, and things stop going faster,
    144        1.1       cgd  * but by then the game is utterly impossible.
    145        1.1       cgd  */
    146        1.8       jsm extern long	fallrate;	/* less than 1 million; smaller => faster */
    147        1.1       cgd #define	faster() (fallrate -= fallrate / 3000)
    148        1.1       cgd 
    149        1.1       cgd /*
    150        1.1       cgd  * Game level must be between 1 and 9.  This controls the initial fall rate
    151        1.1       cgd  * and affects scoring.
    152        1.1       cgd  */
    153        1.1       cgd #define	MINLEVEL	1
    154        1.1       cgd #define	MAXLEVEL	9
    155        1.1       cgd 
    156        1.1       cgd /*
    157        1.1       cgd  * Scoring is as follows:
    158        1.1       cgd  *
    159        1.1       cgd  * When the shape comes to rest, and is integrated into the board,
    160        1.1       cgd  * we score one point.  If the shape is high up (at a low-numbered row),
    161        1.1       cgd  * and the user hits the space bar, the shape plummets all the way down,
    162        1.1       cgd  * and we score a point for each row it falls (plus one more as soon as
    163        1.1       cgd  * we find that it is at rest and integrate it---until then, it can
    164        1.1       cgd  * still be moved or rotated).
    165        1.1       cgd  */
    166        1.8       jsm extern int	score;		/* the obvious thing */
    167        1.7       jsm extern gid_t	gid, egid;
    168        1.1       cgd 
    169        1.8       jsm extern char	key_msg[100];
    170        1.8       jsm extern int	showpreview;
    171  1.12.12.1       tls extern int	nocolor;
    172        1.1       cgd 
    173       1.10       jsm int	fits_in(const struct shape *, int);
    174       1.10       jsm void	place(const struct shape *, int, int);
    175       1.11  dholland void	stop(const char *) __dead;
    176