Subversion Repositories HelenOS

Rev

Rev 2787 | Details | Compare with Previous | Last modification | View Log | RSS feed

Rev Author Line No. Line
1419 jermar 1
/*  $OpenBSD: tetris.h,v 1.9 2003/06/03 03:01:41 millert Exp $  */
2
/*  $NetBSD: tetris.h,v 1.2 1995/04/22 07:42:48 cgd Exp $   */
3
 
4
/*-
5
 * Copyright (c) 1992, 1993
6
 *  The Regents of the University of California.  All rights reserved.
7
 *
8
 * This code is derived from software contributed to Berkeley by
9
 * Chris Torek and Darren F. Provine.
10
 *
11
 * Redistribution and use in source and binary forms, with or without
12
 * modification, are permitted provided that the following conditions
13
 * are met:
14
 * 1. Redistributions of source code must retain the above copyright
15
 *    notice, this list of conditions and the following disclaimer.
16
 * 2. Redistributions in binary form must reproduce the above copyright
17
 *    notice, this list of conditions and the following disclaimer in the
18
 *    documentation and/or other materials provided with the distribution.
19
 * 3. Neither the name of the University nor the names of its contributors
20
 *    may be used to endorse or promote products derived from this software
21
 *    without specific prior written permission.
22
 *
23
 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
24
 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
25
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
26
 * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
27
 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
28
 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
29
 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
30
 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
31
 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
32
 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
33
 * SUCH DAMAGE.
34
 *
35
 *  @(#)tetris.h    8.1 (Berkeley) 5/31/93
36
 */
37
 
1653 cejka 38
/** @addtogroup tetris
4692 svoboda 39
 * @{
1653 cejka 40
 */
41
/** @file
42
 */
43
 
1419 jermar 44
/*
45
 * Definitions for Tetris.
46
 */
47
 
48
/*
49
 * The display (`board') is composed of 23 rows of 12 columns of characters
50
 * (numbered 0..22 and 0..11), stored in a single array for convenience.
51
 * Columns 1 to 10 of rows 1 to 20 are the actual playing area, where
52
 * shapes appear.  Columns 0 and 11 are always occupied, as are all
53
 * columns of rows 21 and 22.  Rows 0 and 22 exist as boundary areas
54
 * so that regions `outside' the visible area can be examined without
55
 * worrying about addressing problems.
56
 */
57
 
4692 svoboda 58
/* The board */
59
#define B_COLS  12
60
#define B_ROWS  23
61
#define B_SIZE  (B_ROWS * B_COLS)
1419 jermar 62
 
4692 svoboda 63
typedef uint32_t cell;
1419 jermar 64
 
4692 svoboda 65
extern cell board[B_SIZE];  /* 1 => occupied, 0 => empty */
1419 jermar 66
 
4692 svoboda 67
/* The displayed area (rows) */
68
#define D_FIRST  1
69
#define D_LAST   22
1419 jermar 70
 
4692 svoboda 71
/* The active area (rows) */
72
#define A_FIRST  1
73
#define A_LAST   21
74
 
1419 jermar 75
/*
76
 * Minimum display size.
77
 */
4692 svoboda 78
#define MINROWS  23
79
#define MINCOLS  40
1419 jermar 80
 
4692 svoboda 81
/* Current screen size */
82
extern int Rows;
83
extern int Cols;
1419 jermar 84
 
85
/*
86
 * Translations from board coordinates to display coordinates.
87
 * As with board coordinates, display coordiates are zero origin.
88
 */
4692 svoboda 89
#define RTOD(x)  ((x) - 1)
90
#define CTOD(x)  ((x) * 2 + (((Cols - 2 * B_COLS) >> 1) - 1))
1419 jermar 91
 
92
/*
93
 * A `shape' is the fundamental thing that makes up the game.  There
94
 * are 7 basic shapes, each consisting of four `blots':
95
 *
4692 svoboda 96
 *      X.X       X.X           X.X
97
 *        X.X   X.X     X.X.X   X.X     X.X.X   X.X.X   X.X.X.X
98
 *                        X             X           X
1419 jermar 99
 *
4692 svoboda 100
 *          0     1       2       3       4       5       6
1419 jermar 101
 *
102
 * Except for 3 and 6, the center of each shape is one of the blots.
4692 svoboda 103
 * This blot is designated (0, 0).  The other three blots can then be
1419 jermar 104
 * described as offsets from the center.  Shape 3 is the same under
105
 * rotation, so its center is effectively irrelevant; it has been chosen
106
 * so that it `sticks out' upward and leftward.  Except for shape 6,
4692 svoboda 107
 * all the blots are contained in a box going from (-1, -1) to (+1, +1);
1419 jermar 108
 * shape 6's center `wobbles' as it rotates, so that while it `sticks out'
109
 * rightward, its rotation---a vertical line---`sticks out' downward.
4692 svoboda 110
 * The containment box has to include the offset (2, 0), making the overall
111
 * containment box range from offset (-1, -1) to (+2, +1).  (This is why
1419 jermar 112
 * there is only one row above, but two rows below, the display area.)
113
 *
114
 * The game works by choosing one of these shapes at random and putting
115
 * its center at the middle of the first display row (row 1, column 5).
116
 * The shape is moved steadily downward until it collides with something:
117
 * either  another shape, or the bottom of the board.  When the shape can
118
 * no longer be moved downwards, it is merged into the current board.
119
 * At this time, any completely filled rows are elided, and blots above
120
 * these rows move down to make more room.  A new random shape is again
121
 * introduced at the top of the board, and the whole process repeats.
4692 svoboda 122
 * The game ends when the new shape will not fit at (1, 5).
1419 jermar 123
 *
124
 * While the shapes are falling, the user can rotate them counterclockwise
125
 * 90 degrees (in addition to moving them left or right), provided that the
126
 * rotation puts the blots in empty spaces.  The table of shapes is set up
127
 * so that each shape contains the index of the new shape obtained by
128
 * rotating the current shape.  Due to symmetry, each shape has exactly
129
 * 1, 2, or 4 rotations total; the first 7 entries in the table represent
130
 * the primary shapes, and the remaining 12 represent their various
131
 * rotated forms.
132
 */
133
struct shape {
4692 svoboda 134
    int rot;     /* index of rotated version of this shape */
135
    int rotc;    /* -- " -- in classic version  */
136
    int off[3];  /* offsets to other blots if center is at (0,0) */
137
    uint32_t color;
1419 jermar 138
};
139
 
140
extern const struct shape shapes[];
141
 
142
extern const struct shape *curshape;
143
extern const struct shape *nextshape;
144
 
145
/*
146
 * Shapes fall at a rate faster than once per second.
147
 *
148
 * The initial rate is determined by dividing 1 million microseconds
149
 * by the game `level'.  (This is at most 1 million, or one second.)
150
 * Each time the fall-rate is used, it is decreased a little bit,
151
 * depending on its current value, via the `faster' macro below.
152
 * The value eventually reaches a limit, and things stop going faster,
153
 * but by then the game is utterly impossible.
154
 */
4692 svoboda 155
extern long fallrate;  /* less than 1 million; smaller => faster */
1419 jermar 156
 
4692 svoboda 157
#define faster()  (fallrate -= fallrate / 3000)
158
 
1419 jermar 159
/*
160
 * Game level must be between 1 and 9.  This controls the initial fall rate
161
 * and affects scoring.
162
 */
4692 svoboda 163
#define MINLEVEL  1
164
#define MAXLEVEL  9
1419 jermar 165
 
166
/*
167
 * Scoring is as follows:
168
 *
169
 * When the shape comes to rest, and is integrated into the board,
170
 * we score one point.  If the shape is high up (at a low-numbered row),
171
 * and the user hits the space bar, the shape plummets all the way down,
172
 * and we score a point for each row it falls (plus one more as soon as
173
 * we find that it is at rest and integrate it---until then, it can
174
 * still be moved or rotated).
175
 *
176
 * If previewing has been turned on, the score is multiplied by PRE_PENALTY.
177
 */
4692 svoboda 178
#define PRE_PENALTY  0.75
1419 jermar 179
 
4692 svoboda 180
extern int score;  /* The obvious thing */
1419 jermar 181
 
4692 svoboda 182
extern char key_msg[100];
183
extern int showpreview;
184
extern int classic;
1419 jermar 185
 
4692 svoboda 186
extern int fits_in(const struct shape *, int);
187
extern void place(const struct shape *, int, int);
188
extern void stop(char *);
1653 cejka 189
 
190
/** @}
191
 */