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Ignore whitespace Rev 4691 → Rev 4692

/branches/tracing/uspace/app/tetris/tetris.h
36,7 → 36,7
*/
 
/** @addtogroup tetris
* @{
* @{
*/
/** @file
*/
55,57 → 55,60
* worrying about addressing problems.
*/
 
/* the board */
#define B_COLS 12
#define B_ROWS 23
#define B_SIZE (B_ROWS * B_COLS)
/* 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 */
typedef uint32_t cell;
 
/* the displayed area (rows) */
#define D_FIRST 1
#define D_LAST 22
extern cell board[B_SIZE]; /* 1 => occupied, 0 => empty */
 
/* the active area (rows) */
#define A_FIRST 1
#define A_LAST 21
/* 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
#define MINROWS 23
#define MINCOLS 40
 
extern int Rows, Cols; /* current screen size */
/* Current screen size */
extern int Rows;
extern int Cols;
 
/*
* 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))
#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
* 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
* 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
* 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);
* 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
* 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
116,7 → 119,7
* 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).
* 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
128,9 → 131,10
* 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) */
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) */
uint32_t color;
};
 
extern const struct shape shapes[];
148,15 → 152,16
* 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)
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
#define MINLEVEL 1
#define MAXLEVEL 9
 
/*
* Scoring is as follows:
170,19 → 175,17
*
* If previewing has been turned on, the score is multiplied by PRE_PENALTY.
*/
#define PRE_PENALTY 0.75
#define PRE_PENALTY 0.75
 
extern int score; /* the obvious thing */
//extern gid_t gid, egid;
extern int score; /* The obvious thing */
 
extern char key_msg[100];
extern int showpreview;
extern int classic;
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 *);
extern int fits_in(const struct shape *, int);
extern void place(const struct shape *, int, int);
extern void stop(char *);
 
/** @}
*/