Subversion Repositories HelenOS-historic

Rev

Rev 1449 | 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
39
 * @{
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
 
58
    /* the board */
59
#define B_COLS  12
60
#define B_ROWS  23
61
#define B_SIZE  (B_ROWS * B_COLS)
62
 
63
typedef unsigned char cell;
64
extern cell board[B_SIZE];  /* 1 => occupied, 0 => empty */
65
 
66
    /* the displayed area (rows) */
67
#define D_FIRST 1
68
#define D_LAST  22
69
 
70
    /* the active area (rows) */
71
#define A_FIRST 1
72
#define A_LAST  21
73
 
74
/*
75
 * Minimum display size.
76
 */
77
#define MINROWS 23
78
#define MINCOLS 40
79
 
80
extern int  Rows, Cols; /* current screen size */
81
 
82
/*
83
 * Translations from board coordinates to display coordinates.
84
 * As with board coordinates, display coordiates are zero origin.
85
 */
86
#define RTOD(x) ((x) - 1)
87
#define CTOD(x) ((x) * 2 + (((Cols - 2 * B_COLS) >> 1) - 1))
88
 
89
/*
90
 * A `shape' is the fundamental thing that makes up the game.  There
91
 * are 7 basic shapes, each consisting of four `blots':
92
 *
93
 *  X.X   X.X       X.X
94
 *    X.X   X.X X.X.X   X.X X.X.X   X.X.X   X.X.X.X
95
 *            X     X       X
96
 *
97
 *    0   1   2   3   4   5   6
98
 *
99
 * Except for 3 and 6, the center of each shape is one of the blots.
100
 * This blot is designated (0,0).  The other three blots can then be
101
 * described as offsets from the center.  Shape 3 is the same under
102
 * rotation, so its center is effectively irrelevant; it has been chosen
103
 * so that it `sticks out' upward and leftward.  Except for shape 6,
104
 * all the blots are contained in a box going from (-1,-1) to (+1,+1);
105
 * shape 6's center `wobbles' as it rotates, so that while it `sticks out'
106
 * rightward, its rotation---a vertical line---`sticks out' downward.
107
 * The containment box has to include the offset (2,0), making the overall
108
 * containment box range from offset (-1,-1) to (+2,+1).  (This is why
109
 * there is only one row above, but two rows below, the display area.)
110
 *
111
 * The game works by choosing one of these shapes at random and putting
112
 * its center at the middle of the first display row (row 1, column 5).
113
 * The shape is moved steadily downward until it collides with something:
114
 * either  another shape, or the bottom of the board.  When the shape can
115
 * no longer be moved downwards, it is merged into the current board.
116
 * At this time, any completely filled rows are elided, and blots above
117
 * these rows move down to make more room.  A new random shape is again
118
 * introduced at the top of the board, and the whole process repeats.
119
 * The game ends when the new shape will not fit at (1,5).
120
 *
121
 * While the shapes are falling, the user can rotate them counterclockwise
122
 * 90 degrees (in addition to moving them left or right), provided that the
123
 * rotation puts the blots in empty spaces.  The table of shapes is set up
124
 * so that each shape contains the index of the new shape obtained by
125
 * rotating the current shape.  Due to symmetry, each shape has exactly
126
 * 1, 2, or 4 rotations total; the first 7 entries in the table represent
127
 * the primary shapes, and the remaining 12 represent their various
128
 * rotated forms.
129
 */
130
struct shape {
131
    int rot;    /* index of rotated version of this shape */
132
    int rotc;   /* -- " -- in classic version  */
133
    int off[3]; /* offsets to other blots if center is at (0,0) */
134
};
135
 
136
extern const struct shape shapes[];
137
 
138
extern const struct shape *curshape;
139
extern const struct shape *nextshape;
140
 
141
/*
142
 * Shapes fall at a rate faster than once per second.
143
 *
144
 * The initial rate is determined by dividing 1 million microseconds
145
 * by the game `level'.  (This is at most 1 million, or one second.)
146
 * Each time the fall-rate is used, it is decreased a little bit,
147
 * depending on its current value, via the `faster' macro below.
148
 * The value eventually reaches a limit, and things stop going faster,
149
 * but by then the game is utterly impossible.
150
 */
151
extern long fallrate;   /* less than 1 million; smaller => faster */
152
#define faster() (fallrate -= fallrate / 3000)
153
 
154
/*
155
 * Game level must be between 1 and 9.  This controls the initial fall rate
156
 * and affects scoring.
157
 */
158
#define MINLEVEL    1
159
#define MAXLEVEL    9
160
 
161
/*
162
 * Scoring is as follows:
163
 *
164
 * When the shape comes to rest, and is integrated into the board,
165
 * we score one point.  If the shape is high up (at a low-numbered row),
166
 * and the user hits the space bar, the shape plummets all the way down,
167
 * and we score a point for each row it falls (plus one more as soon as
168
 * we find that it is at rest and integrate it---until then, it can
169
 * still be moved or rotated).
170
 *
171
 * If previewing has been turned on, the score is multiplied by PRE_PENALTY.
172
 */
173
#define PRE_PENALTY 0.75
174
 
175
extern int  score;      /* the obvious thing */
1449 palkovsky 176
//extern gid_t  gid, egid;
1419 jermar 177
 
178
extern char key_msg[100];
179
extern int  showpreview;
180
extern int  classic;
181
 
182
int fits_in(const struct shape *, int);
183
void    place(const struct shape *, int, int);
184
void    stop(char *);
1653 cejka 185
 
186
/** @}
187
 */
188