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tetris.h revision 1.8
      1 /*	$NetBSD: tetris.h,v 1.8 2000/01/01 10:15:17 jsm Exp $	*/
      2 
      3 /*-
      4  * Copyright (c) 1992, 1993
      5  *	The Regents of the University of California.  All rights reserved.
      6  *
      7  * This code is derived from software contributed to Berkeley by
      8  * Chris Torek and Darren F. Provine.
      9  *
     10  * Redistribution and use in source and binary forms, with or without
     11  * modification, are permitted provided that the following conditions
     12  * are met:
     13  * 1. Redistributions of source code must retain the above copyright
     14  *    notice, this list of conditions and the following disclaimer.
     15  * 2. Redistributions in binary form must reproduce the above copyright
     16  *    notice, this list of conditions and the following disclaimer in the
     17  *    documentation and/or other materials provided with the distribution.
     18  * 3. All advertising materials mentioning features or use of this software
     19  *    must display the following acknowledgement:
     20  *	This product includes software developed by the University of
     21  *	California, Berkeley and its contributors.
     22  * 4. Neither the name of the University nor the names of its contributors
     23  *    may be used to endorse or promote products derived from this software
     24  *    without specific prior written permission.
     25  *
     26  * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
     27  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
     28  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
     29  * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
     30  * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
     31  * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
     32  * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
     33  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
     34  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
     35  * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
     36  * SUCH DAMAGE.
     37  *
     38  *	@(#)tetris.h	8.1 (Berkeley) 5/31/93
     39  */
     40 
     41 #include <sys/types.h>
     42 
     43 /*
     44  * Definitions for Tetris.
     45  */
     46 
     47 /*
     48  * The display (`board') is composed of 23 rows of 12 columns of characters
     49  * (numbered 0..22 and 0..11), stored in a single array for convenience.
     50  * Columns 1 to 10 of rows 1 to 20 are the actual playing area, where
     51  * shapes appear.  Columns 0 and 11 are always occupied, as are all
     52  * columns of rows 21 and 22.  Rows 0 and 22 exist as boundary areas
     53  * so that regions `outside' the visible area can be examined without
     54  * worrying about addressing problems.
     55  */
     56 
     57 	/* the board */
     58 #define	B_COLS	12
     59 #define	B_ROWS	23
     60 #define	B_SIZE	(B_ROWS * B_COLS)
     61 
     62 typedef unsigned char cell;
     63 extern cell	board[B_SIZE];	/* 1 => occupied, 0 => empty */
     64 
     65 	/* the displayed area (rows) */
     66 #define	D_FIRST	1
     67 #define	D_LAST	22
     68 
     69 	/* the active area (rows) */
     70 #define	A_FIRST	1
     71 #define	A_LAST	21
     72 
     73 /*
     74  * Minimum display size.
     75  */
     76 #define	MINROWS	23
     77 #define	MINCOLS	40
     78 
     79 extern int	Rows, Cols;	/* current screen size */
     80 
     81 /*
     82  * Translations from board coordinates to display coordinates.
     83  * As with board coordinates, display coordiates are zero origin.
     84  */
     85 #define	RTOD(x)	((x) - 1)
     86 #define	CTOD(x)	((x) * 2 + (((Cols - 2 * B_COLS) >> 1) - 1))
     87 
     88 /*
     89  * A `shape' is the fundamental thing that makes up the game.  There
     90  * are 7 basic shapes, each consisting of four `blots':
     91  *
     92  *	X.X	  X.X		X.X
     93  *	  X.X	X.X	X.X.X	X.X	X.X.X	X.X.X	X.X.X.X
     94  *			  X		X	    X
     95  *
     96  *	  0	  1	  2	  3	  4	  5	  6
     97  *
     98  * Except for 3 and 6, the center of each shape is one of the blots.
     99  * This blot is designated (0,0).  The other three blots can then be
    100  * described as offsets from the center.  Shape 3 is the same under
    101  * rotation, so its center is effectively irrelevant; it has been chosen
    102  * so that it `sticks out' upward and leftward.  Except for shape 6,
    103  * all the blots are contained in a box going from (-1,-1) to (+1,+1);
    104  * shape 6's center `wobbles' as it rotates, so that while it `sticks out'
    105  * rightward, its rotation---a vertical line---`sticks out' downward.
    106  * The containment box has to include the offset (2,0), making the overall
    107  * containment box range from offset (-1,-1) to (+2,+1).  (This is why
    108  * there is only one row above, but two rows below, the display area.)
    109  *
    110  * The game works by choosing one of these shapes at random and putting
    111  * its center at the middle of the first display row (row 1, column 5).
    112  * The shape is moved steadily downward until it collides with something:
    113  * either  another shape, or the bottom of the board.  When the shape can
    114  * no longer be moved downwards, it is merged into the current board.
    115  * At this time, any completely filled rows are elided, and blots above
    116  * these rows move down to make more room.  A new random shape is again
    117  * introduced at the top of the board, and the whole process repeats.
    118  * The game ends when the new shape will not fit at (1,5).
    119  *
    120  * While the shapes are falling, the user can rotate them counterclockwise
    121  * 90 degrees (in addition to moving them left or right), provided that the
    122  * rotation puts the blots in empty spaces.  The table of shapes is set up
    123  * so that each shape contains the index of the new shape obtained by
    124  * rotating the current shape.  Due to symmetry, each shape has exactly
    125  * 1, 2, or 4 rotations total; the first 7 entries in the table represent
    126  * the primary shapes, and the remaining 12 represent their various
    127  * rotated forms.
    128  */
    129 struct shape {
    130 	int	rot;	/* index of rotated version of this shape */
    131 	int	off[3];	/* offsets to other blots if center is at (0,0) */
    132 };
    133 
    134 extern const struct shape shapes[];
    135 #define	randshape() (&shapes[random() % 7])
    136 
    137 extern const struct shape *curshape;
    138 extern const struct shape *nextshape;
    139 
    140 /*
    141  * Shapes fall at a rate faster than once per second.
    142  *
    143  * The initial rate is determined by dividing 1 million microseconds
    144  * by the game `level'.  (This is at most 1 million, or one second.)
    145  * Each time the fall-rate is used, it is decreased a little bit,
    146  * depending on its current value, via the `faster' macro below.
    147  * The value eventually reaches a limit, and things stop going faster,
    148  * but by then the game is utterly impossible.
    149  */
    150 extern long	fallrate;	/* less than 1 million; smaller => faster */
    151 #define	faster() (fallrate -= fallrate / 3000)
    152 
    153 /*
    154  * Game level must be between 1 and 9.  This controls the initial fall rate
    155  * and affects scoring.
    156  */
    157 #define	MINLEVEL	1
    158 #define	MAXLEVEL	9
    159 
    160 /*
    161  * Scoring is as follows:
    162  *
    163  * When the shape comes to rest, and is integrated into the board,
    164  * we score one point.  If the shape is high up (at a low-numbered row),
    165  * and the user hits the space bar, the shape plummets all the way down,
    166  * and we score a point for each row it falls (plus one more as soon as
    167  * we find that it is at rest and integrate it---until then, it can
    168  * still be moved or rotated).
    169  */
    170 extern int	score;		/* the obvious thing */
    171 extern gid_t	gid, egid;
    172 
    173 extern char	key_msg[100];
    174 extern int	showpreview;
    175 
    176 int	fits_in __P((const struct shape *, int));
    177 void	place __P((const struct shape *, int, int));
    178 void	stop __P((const char *)) __attribute__((__noreturn__));
    179