tetris.h revision 1.7 1 1.7 jsm /* $NetBSD: tetris.h,v 1.7 1999/09/12 09:02:24 jsm 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 1.1 cgd * 3. All advertising materials mentioning features or use of this software
19 1.1 cgd * must display the following acknowledgement:
20 1.1 cgd * This product includes software developed by the University of
21 1.1 cgd * California, Berkeley and its contributors.
22 1.1 cgd * 4. Neither the name of the University nor the names of its contributors
23 1.1 cgd * may be used to endorse or promote products derived from this software
24 1.1 cgd * without specific prior written permission.
25 1.1 cgd *
26 1.1 cgd * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
27 1.1 cgd * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
28 1.1 cgd * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
29 1.1 cgd * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
30 1.1 cgd * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
31 1.1 cgd * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
32 1.1 cgd * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
33 1.1 cgd * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
34 1.1 cgd * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
35 1.1 cgd * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
36 1.1 cgd * SUCH DAMAGE.
37 1.1 cgd *
38 1.1 cgd * @(#)tetris.h 8.1 (Berkeley) 5/31/93
39 1.1 cgd */
40 1.1 cgd
41 1.7 jsm #include <sys/types.h>
42 1.7 jsm
43 1.1 cgd /*
44 1.1 cgd * Definitions for Tetris.
45 1.1 cgd */
46 1.1 cgd
47 1.1 cgd /*
48 1.1 cgd * The display (`board') is composed of 23 rows of 12 columns of characters
49 1.1 cgd * (numbered 0..22 and 0..11), stored in a single array for convenience.
50 1.1 cgd * Columns 1 to 10 of rows 1 to 20 are the actual playing area, where
51 1.1 cgd * shapes appear. Columns 0 and 11 are always occupied, as are all
52 1.1 cgd * columns of rows 21 and 22. Rows 0 and 22 exist as boundary areas
53 1.1 cgd * so that regions `outside' the visible area can be examined without
54 1.1 cgd * worrying about addressing problems.
55 1.1 cgd */
56 1.1 cgd
57 1.1 cgd /* the board */
58 1.1 cgd #define B_COLS 12
59 1.1 cgd #define B_ROWS 23
60 1.1 cgd #define B_SIZE (B_ROWS * B_COLS)
61 1.1 cgd
62 1.1 cgd typedef unsigned char cell;
63 1.1 cgd cell board[B_SIZE]; /* 1 => occupied, 0 => empty */
64 1.1 cgd
65 1.1 cgd /* the displayed area (rows) */
66 1.1 cgd #define D_FIRST 1
67 1.1 cgd #define D_LAST 22
68 1.1 cgd
69 1.1 cgd /* the active area (rows) */
70 1.1 cgd #define A_FIRST 1
71 1.1 cgd #define A_LAST 21
72 1.1 cgd
73 1.1 cgd /*
74 1.1 cgd * Minimum display size.
75 1.1 cgd */
76 1.1 cgd #define MINROWS 23
77 1.1 cgd #define MINCOLS 40
78 1.1 cgd
79 1.1 cgd int Rows, Cols; /* current screen size */
80 1.1 cgd
81 1.1 cgd /*
82 1.1 cgd * Translations from board coordinates to display coordinates.
83 1.1 cgd * As with board coordinates, display coordiates are zero origin.
84 1.1 cgd */
85 1.1 cgd #define RTOD(x) ((x) - 1)
86 1.1 cgd #define CTOD(x) ((x) * 2 + (((Cols - 2 * B_COLS) >> 1) - 1))
87 1.1 cgd
88 1.1 cgd /*
89 1.1 cgd * A `shape' is the fundamental thing that makes up the game. There
90 1.1 cgd * are 7 basic shapes, each consisting of four `blots':
91 1.1 cgd *
92 1.1 cgd * X.X X.X X.X
93 1.1 cgd * X.X X.X X.X.X X.X X.X.X X.X.X X.X.X.X
94 1.1 cgd * X X X
95 1.1 cgd *
96 1.1 cgd * 0 1 2 3 4 5 6
97 1.1 cgd *
98 1.1 cgd * Except for 3 and 6, the center of each shape is one of the blots.
99 1.1 cgd * This blot is designated (0,0). The other three blots can then be
100 1.1 cgd * described as offsets from the center. Shape 3 is the same under
101 1.1 cgd * rotation, so its center is effectively irrelevant; it has been chosen
102 1.1 cgd * so that it `sticks out' upward and leftward. Except for shape 6,
103 1.1 cgd * all the blots are contained in a box going from (-1,-1) to (+1,+1);
104 1.1 cgd * shape 6's center `wobbles' as it rotates, so that while it `sticks out'
105 1.1 cgd * rightward, its rotation---a vertical line---`sticks out' downward.
106 1.1 cgd * The containment box has to include the offset (2,0), making the overall
107 1.1 cgd * containment box range from offset (-1,-1) to (+2,+1). (This is why
108 1.1 cgd * there is only one row above, but two rows below, the display area.)
109 1.1 cgd *
110 1.1 cgd * The game works by choosing one of these shapes at random and putting
111 1.1 cgd * its center at the middle of the first display row (row 1, column 5).
112 1.1 cgd * The shape is moved steadily downward until it collides with something:
113 1.1 cgd * either another shape, or the bottom of the board. When the shape can
114 1.1 cgd * no longer be moved downwards, it is merged into the current board.
115 1.1 cgd * At this time, any completely filled rows are elided, and blots above
116 1.1 cgd * these rows move down to make more room. A new random shape is again
117 1.1 cgd * introduced at the top of the board, and the whole process repeats.
118 1.1 cgd * The game ends when the new shape will not fit at (1,5).
119 1.1 cgd *
120 1.1 cgd * While the shapes are falling, the user can rotate them counterclockwise
121 1.1 cgd * 90 degrees (in addition to moving them left or right), provided that the
122 1.1 cgd * rotation puts the blots in empty spaces. The table of shapes is set up
123 1.1 cgd * so that each shape contains the index of the new shape obtained by
124 1.1 cgd * rotating the current shape. Due to symmetry, each shape has exactly
125 1.1 cgd * 1, 2, or 4 rotations total; the first 7 entries in the table represent
126 1.1 cgd * the primary shapes, and the remaining 12 represent their various
127 1.1 cgd * rotated forms.
128 1.1 cgd */
129 1.1 cgd struct shape {
130 1.1 cgd int rot; /* index of rotated version of this shape */
131 1.1 cgd int off[3]; /* offsets to other blots if center is at (0,0) */
132 1.1 cgd };
133 1.1 cgd
134 1.6 jsm extern const struct shape shapes[];
135 1.1 cgd #define randshape() (&shapes[random() % 7])
136 1.4 hubertf
137 1.6 jsm const struct shape *curshape;
138 1.6 jsm const struct shape *nextshape;
139 1.1 cgd
140 1.1 cgd /*
141 1.1 cgd * Shapes fall at a rate faster than once per second.
142 1.1 cgd *
143 1.1 cgd * The initial rate is determined by dividing 1 million microseconds
144 1.1 cgd * by the game `level'. (This is at most 1 million, or one second.)
145 1.1 cgd * Each time the fall-rate is used, it is decreased a little bit,
146 1.1 cgd * depending on its current value, via the `faster' macro below.
147 1.1 cgd * The value eventually reaches a limit, and things stop going faster,
148 1.1 cgd * but by then the game is utterly impossible.
149 1.1 cgd */
150 1.1 cgd long fallrate; /* less than 1 million; smaller => faster */
151 1.1 cgd #define faster() (fallrate -= fallrate / 3000)
152 1.1 cgd
153 1.1 cgd /*
154 1.1 cgd * Game level must be between 1 and 9. This controls the initial fall rate
155 1.1 cgd * and affects scoring.
156 1.1 cgd */
157 1.1 cgd #define MINLEVEL 1
158 1.1 cgd #define MAXLEVEL 9
159 1.1 cgd
160 1.1 cgd /*
161 1.1 cgd * Scoring is as follows:
162 1.1 cgd *
163 1.1 cgd * When the shape comes to rest, and is integrated into the board,
164 1.1 cgd * we score one point. If the shape is high up (at a low-numbered row),
165 1.1 cgd * and the user hits the space bar, the shape plummets all the way down,
166 1.1 cgd * and we score a point for each row it falls (plus one more as soon as
167 1.1 cgd * we find that it is at rest and integrate it---until then, it can
168 1.1 cgd * still be moved or rotated).
169 1.1 cgd */
170 1.1 cgd int score; /* the obvious thing */
171 1.7 jsm extern gid_t gid, egid;
172 1.1 cgd
173 1.1 cgd char key_msg[100];
174 1.5 hubertf int showpreview;
175 1.1 cgd
176 1.6 jsm int fits_in __P((const struct shape *, int));
177 1.6 jsm void place __P((const struct shape *, int, int));
178 1.6 jsm void stop __P((const char *)) __attribute__((__noreturn__));
179