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  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.  
  38. /** @addtogroup tetris
  39.  * @{
  40.  */
  41. /** @file
  42.  */
  43.  
  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 */
  176. //extern gid_t  gid, egid;
  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 *);
  185.  
  186. /** @}
  187.  */
  188.  
  189.