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tetris.h revision 1.1
      1 /*-
      2  * Copyright (c) 1992, 1993
      3  *	The Regents of the University of California.  All rights reserved.
      4  *
      5  * This code is derived from software contributed to Berkeley by
      6  * Chris Torek and Darren F. Provine.
      7  *
      8  * Redistribution and use in source and binary forms, with or without
      9  * modification, are permitted provided that the following conditions
     10  * are met:
     11  * 1. Redistributions of source code must retain the above copyright
     12  *    notice, this list of conditions and the following disclaimer.
     13  * 2. Redistributions in binary form must reproduce the above copyright
     14  *    notice, this list of conditions and the following disclaimer in the
     15  *    documentation and/or other materials provided with the distribution.
     16  * 3. All advertising materials mentioning features or use of this software
     17  *    must display the following acknowledgement:
     18  *	This product includes software developed by the University of
     19  *	California, Berkeley and its contributors.
     20  * 4. Neither the name of the University nor the names of its contributors
     21  *    may be used to endorse or promote products derived from this software
     22  *    without specific prior written permission.
     23  *
     24  * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
     25  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
     26  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
     27  * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
     28  * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
     29  * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
     30  * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
     31  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
     32  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
     33  * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
     34  * SUCH DAMAGE.
     35  *
     36  *	@(#)tetris.h	8.1 (Berkeley) 5/31/93
     37  */
     38 
     39 /*
     40  * Definitions for Tetris.
     41  */
     42 
     43 /*
     44  * The display (`board') is composed of 23 rows of 12 columns of characters
     45  * (numbered 0..22 and 0..11), stored in a single array for convenience.
     46  * Columns 1 to 10 of rows 1 to 20 are the actual playing area, where
     47  * shapes appear.  Columns 0 and 11 are always occupied, as are all
     48  * columns of rows 21 and 22.  Rows 0 and 22 exist as boundary areas
     49  * so that regions `outside' the visible area can be examined without
     50  * worrying about addressing problems.
     51  */
     52 
     53 	/* the board */
     54 #define	B_COLS	12
     55 #define	B_ROWS	23
     56 #define	B_SIZE	(B_ROWS * B_COLS)
     57 
     58 typedef unsigned char cell;
     59 cell	board[B_SIZE];		/* 1 => occupied, 0 => empty */
     60 
     61 	/* the displayed area (rows) */
     62 #define	D_FIRST	1
     63 #define	D_LAST	22
     64 
     65 	/* the active area (rows) */
     66 #define	A_FIRST	1
     67 #define	A_LAST	21
     68 
     69 /*
     70  * Minimum display size.
     71  */
     72 #define	MINROWS	23
     73 #define	MINCOLS	40
     74 
     75 int	Rows, Cols;		/* current screen size */
     76 
     77 /*
     78  * Translations from board coordinates to display coordinates.
     79  * As with board coordinates, display coordiates are zero origin.
     80  */
     81 #define	RTOD(x)	((x) - 1)
     82 #define	CTOD(x)	((x) * 2 + (((Cols - 2 * B_COLS) >> 1) - 1))
     83 
     84 /*
     85  * A `shape' is the fundamental thing that makes up the game.  There
     86  * are 7 basic shapes, each consisting of four `blots':
     87  *
     88  *	X.X	  X.X		X.X
     89  *	  X.X	X.X	X.X.X	X.X	X.X.X	X.X.X	X.X.X.X
     90  *			  X		X	    X
     91  *
     92  *	  0	  1	  2	  3	  4	  5	  6
     93  *
     94  * Except for 3 and 6, the center of each shape is one of the blots.
     95  * This blot is designated (0,0).  The other three blots can then be
     96  * described as offsets from the center.  Shape 3 is the same under
     97  * rotation, so its center is effectively irrelevant; it has been chosen
     98  * so that it `sticks out' upward and leftward.  Except for shape 6,
     99  * all the blots are contained in a box going from (-1,-1) to (+1,+1);
    100  * shape 6's center `wobbles' as it rotates, so that while it `sticks out'
    101  * rightward, its rotation---a vertical line---`sticks out' downward.
    102  * The containment box has to include the offset (2,0), making the overall
    103  * containment box range from offset (-1,-1) to (+2,+1).  (This is why
    104  * there is only one row above, but two rows below, the display area.)
    105  *
    106  * The game works by choosing one of these shapes at random and putting
    107  * its center at the middle of the first display row (row 1, column 5).
    108  * The shape is moved steadily downward until it collides with something:
    109  * either  another shape, or the bottom of the board.  When the shape can
    110  * no longer be moved downwards, it is merged into the current board.
    111  * At this time, any completely filled rows are elided, and blots above
    112  * these rows move down to make more room.  A new random shape is again
    113  * introduced at the top of the board, and the whole process repeats.
    114  * The game ends when the new shape will not fit at (1,5).
    115  *
    116  * While the shapes are falling, the user can rotate them counterclockwise
    117  * 90 degrees (in addition to moving them left or right), provided that the
    118  * rotation puts the blots in empty spaces.  The table of shapes is set up
    119  * so that each shape contains the index of the new shape obtained by
    120  * rotating the current shape.  Due to symmetry, each shape has exactly
    121  * 1, 2, or 4 rotations total; the first 7 entries in the table represent
    122  * the primary shapes, and the remaining 12 represent their various
    123  * rotated forms.
    124  */
    125 struct shape {
    126 	int	rot;	/* index of rotated version of this shape */
    127 	int	off[3];	/* offsets to other blots if center is at (0,0) */
    128 };
    129 
    130 extern struct shape shapes[];
    131 #define	randshape() (&shapes[random() % 7])
    132 
    133 /*
    134  * Shapes fall at a rate faster than once per second.
    135  *
    136  * The initial rate is determined by dividing 1 million microseconds
    137  * by the game `level'.  (This is at most 1 million, or one second.)
    138  * Each time the fall-rate is used, it is decreased a little bit,
    139  * depending on its current value, via the `faster' macro below.
    140  * The value eventually reaches a limit, and things stop going faster,
    141  * but by then the game is utterly impossible.
    142  */
    143 long	fallrate;		/* less than 1 million; smaller => faster */
    144 #define	faster() (fallrate -= fallrate / 3000)
    145 
    146 /*
    147  * Game level must be between 1 and 9.  This controls the initial fall rate
    148  * and affects scoring.
    149  */
    150 #define	MINLEVEL	1
    151 #define	MAXLEVEL	9
    152 
    153 /*
    154  * Scoring is as follows:
    155  *
    156  * When the shape comes to rest, and is integrated into the board,
    157  * we score one point.  If the shape is high up (at a low-numbered row),
    158  * and the user hits the space bar, the shape plummets all the way down,
    159  * and we score a point for each row it falls (plus one more as soon as
    160  * we find that it is at rest and integrate it---until then, it can
    161  * still be moved or rotated).
    162  */
    163 int	score;			/* the obvious thing */
    164 
    165 char	key_msg[100];
    166 
    167 int	fits_in __P((struct shape *, int));
    168 void	place __P((struct shape *, int, int));
    169 void	stop __P((char *));
    170