0,0 → 1,188 |
/* $OpenBSD: tetris.h,v 1.9 2003/06/03 03:01:41 millert Exp $ */ |
/* $NetBSD: tetris.h,v 1.2 1995/04/22 07:42:48 cgd Exp $ */ |
|
/*- |
* Copyright (c) 1992, 1993 |
* The Regents of the University of California. All rights reserved. |
* |
* This code is derived from software contributed to Berkeley by |
* Chris Torek and Darren F. Provine. |
* |
* Redistribution and use in source and binary forms, with or without |
* modification, are permitted provided that the following conditions |
* are met: |
* 1. Redistributions of source code must retain the above copyright |
* notice, this list of conditions and the following disclaimer. |
* 2. Redistributions in binary form must reproduce the above copyright |
* notice, this list of conditions and the following disclaimer in the |
* documentation and/or other materials provided with the distribution. |
* 3. Neither the name of the University nor the names of its contributors |
* may be used to endorse or promote products derived from this software |
* without specific prior written permission. |
* |
* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND |
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE |
* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE |
* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL |
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS |
* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) |
* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT |
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY |
* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF |
* SUCH DAMAGE. |
* |
* @(#)tetris.h 8.1 (Berkeley) 5/31/93 |
*/ |
|
/** @addtogroup tetris |
* @{ |
*/ |
/** @file |
*/ |
|
/* |
* Definitions for Tetris. |
*/ |
|
/* |
* The display (`board') is composed of 23 rows of 12 columns of characters |
* (numbered 0..22 and 0..11), stored in a single array for convenience. |
* Columns 1 to 10 of rows 1 to 20 are the actual playing area, where |
* shapes appear. Columns 0 and 11 are always occupied, as are all |
* columns of rows 21 and 22. Rows 0 and 22 exist as boundary areas |
* so that regions `outside' the visible area can be examined without |
* worrying about addressing problems. |
*/ |
|
/* the board */ |
#define B_COLS 12 |
#define B_ROWS 23 |
#define B_SIZE (B_ROWS * B_COLS) |
|
typedef unsigned char cell; |
extern cell board[B_SIZE]; /* 1 => occupied, 0 => empty */ |
|
/* the displayed area (rows) */ |
#define D_FIRST 1 |
#define D_LAST 22 |
|
/* the active area (rows) */ |
#define A_FIRST 1 |
#define A_LAST 21 |
|
/* |
* Minimum display size. |
*/ |
#define MINROWS 23 |
#define MINCOLS 40 |
|
extern int Rows, Cols; /* current screen size */ |
|
/* |
* Translations from board coordinates to display coordinates. |
* As with board coordinates, display coordiates are zero origin. |
*/ |
#define RTOD(x) ((x) - 1) |
#define CTOD(x) ((x) * 2 + (((Cols - 2 * B_COLS) >> 1) - 1)) |
|
/* |
* A `shape' is the fundamental thing that makes up the game. There |
* are 7 basic shapes, each consisting of four `blots': |
* |
* X.X X.X X.X |
* X.X X.X X.X.X X.X X.X.X X.X.X X.X.X.X |
* X X X |
* |
* 0 1 2 3 4 5 6 |
* |
* Except for 3 and 6, the center of each shape is one of the blots. |
* This blot is designated (0,0). The other three blots can then be |
* described as offsets from the center. Shape 3 is the same under |
* rotation, so its center is effectively irrelevant; it has been chosen |
* so that it `sticks out' upward and leftward. Except for shape 6, |
* all the blots are contained in a box going from (-1,-1) to (+1,+1); |
* shape 6's center `wobbles' as it rotates, so that while it `sticks out' |
* rightward, its rotation---a vertical line---`sticks out' downward. |
* The containment box has to include the offset (2,0), making the overall |
* containment box range from offset (-1,-1) to (+2,+1). (This is why |
* there is only one row above, but two rows below, the display area.) |
* |
* The game works by choosing one of these shapes at random and putting |
* its center at the middle of the first display row (row 1, column 5). |
* The shape is moved steadily downward until it collides with something: |
* either another shape, or the bottom of the board. When the shape can |
* no longer be moved downwards, it is merged into the current board. |
* At this time, any completely filled rows are elided, and blots above |
* these rows move down to make more room. A new random shape is again |
* introduced at the top of the board, and the whole process repeats. |
* The game ends when the new shape will not fit at (1,5). |
* |
* While the shapes are falling, the user can rotate them counterclockwise |
* 90 degrees (in addition to moving them left or right), provided that the |
* rotation puts the blots in empty spaces. The table of shapes is set up |
* so that each shape contains the index of the new shape obtained by |
* rotating the current shape. Due to symmetry, each shape has exactly |
* 1, 2, or 4 rotations total; the first 7 entries in the table represent |
* the primary shapes, and the remaining 12 represent their various |
* rotated forms. |
*/ |
struct shape { |
int rot; /* index of rotated version of this shape */ |
int rotc; /* -- " -- in classic version */ |
int off[3]; /* offsets to other blots if center is at (0,0) */ |
}; |
|
extern const struct shape shapes[]; |
|
extern const struct shape *curshape; |
extern const struct shape *nextshape; |
|
/* |
* Shapes fall at a rate faster than once per second. |
* |
* The initial rate is determined by dividing 1 million microseconds |
* by the game `level'. (This is at most 1 million, or one second.) |
* Each time the fall-rate is used, it is decreased a little bit, |
* depending on its current value, via the `faster' macro below. |
* The value eventually reaches a limit, and things stop going faster, |
* but by then the game is utterly impossible. |
*/ |
extern long fallrate; /* less than 1 million; smaller => faster */ |
#define faster() (fallrate -= fallrate / 3000) |
|
/* |
* Game level must be between 1 and 9. This controls the initial fall rate |
* and affects scoring. |
*/ |
#define MINLEVEL 1 |
#define MAXLEVEL 9 |
|
/* |
* Scoring is as follows: |
* |
* When the shape comes to rest, and is integrated into the board, |
* we score one point. If the shape is high up (at a low-numbered row), |
* and the user hits the space bar, the shape plummets all the way down, |
* and we score a point for each row it falls (plus one more as soon as |
* we find that it is at rest and integrate it---until then, it can |
* still be moved or rotated). |
* |
* If previewing has been turned on, the score is multiplied by PRE_PENALTY. |
*/ |
#define PRE_PENALTY 0.75 |
|
extern int score; /* the obvious thing */ |
//extern gid_t gid, egid; |
|
extern char key_msg[100]; |
extern int showpreview; |
extern int classic; |
|
int fits_in(const struct shape *, int); |
void place(const struct shape *, int, int); |
void stop(char *); |
|
/** @} |
*/ |
|