tetris.h revision 1.16 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