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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. /*
  39.  * Definitions for Tetris.
  40.  */
  41.  
  42. /*
  43.  * The display (`board') is composed of 23 rows of 12 columns of characters
  44.  * (numbered 0..22 and 0..11), stored in a single array for convenience.
  45.  * Columns 1 to 10 of rows 1 to 20 are the actual playing area, where
  46.  * shapes appear.  Columns 0 and 11 are always occupied, as are all
  47.  * columns of rows 21 and 22.  Rows 0 and 22 exist as boundary areas
  48.  * so that regions `outside' the visible area can be examined without
  49.  * worrying about addressing problems.
  50.  */
  51.  
  52.     /* the board */
  53. #define B_COLS  12
  54. #define B_ROWS  23
  55. #define B_SIZE  (B_ROWS * B_COLS)
  56.  
  57. typedef unsigned char cell;
  58. extern cell board[B_SIZE];  /* 1 => occupied, 0 => empty */
  59.  
  60.     /* the displayed area (rows) */
  61. #define D_FIRST 1
  62. #define D_LAST  22
  63.  
  64.     /* the active area (rows) */
  65. #define A_FIRST 1
  66. #define A_LAST  21
  67.  
  68. /*
  69.  * Minimum display size.
  70.  */
  71. #define MINROWS 23
  72. #define MINCOLS 40
  73.  
  74. extern int  Rows, Cols; /* current screen size */
  75.  
  76. /*
  77.  * Translations from board coordinates to display coordinates.
  78.  * As with board coordinates, display coordiates are zero origin.
  79.  */
  80. #define RTOD(x) ((x) - 1)
  81. #define CTOD(x) ((x) * 2 + (((Cols - 2 * B_COLS) >> 1) - 1))
  82.  
  83. /*
  84.  * A `shape' is the fundamental thing that makes up the game.  There
  85.  * are 7 basic shapes, each consisting of four `blots':
  86.  *
  87.  *  X.X   X.X       X.X
  88.  *    X.X   X.X X.X.X   X.X X.X.X   X.X.X   X.X.X.X
  89.  *            X     X       X
  90.  *
  91.  *    0   1   2   3   4   5   6
  92.  *
  93.  * Except for 3 and 6, the center of each shape is one of the blots.
  94.  * This blot is designated (0,0).  The other three blots can then be
  95.  * described as offsets from the center.  Shape 3 is the same under
  96.  * rotation, so its center is effectively irrelevant; it has been chosen
  97.  * so that it `sticks out' upward and leftward.  Except for shape 6,
  98.  * all the blots are contained in a box going from (-1,-1) to (+1,+1);
  99.  * shape 6's center `wobbles' as it rotates, so that while it `sticks out'
  100.  * rightward, its rotation---a vertical line---`sticks out' downward.
  101.  * The containment box has to include the offset (2,0), making the overall
  102.  * containment box range from offset (-1,-1) to (+2,+1).  (This is why
  103.  * there is only one row above, but two rows below, the display area.)
  104.  *
  105.  * The game works by choosing one of these shapes at random and putting
  106.  * its center at the middle of the first display row (row 1, column 5).
  107.  * The shape is moved steadily downward until it collides with something:
  108.  * either  another shape, or the bottom of the board.  When the shape can
  109.  * no longer be moved downwards, it is merged into the current board.
  110.  * At this time, any completely filled rows are elided, and blots above
  111.  * these rows move down to make more room.  A new random shape is again
  112.  * introduced at the top of the board, and the whole process repeats.
  113.  * The game ends when the new shape will not fit at (1,5).
  114.  *
  115.  * While the shapes are falling, the user can rotate them counterclockwise
  116.  * 90 degrees (in addition to moving them left or right), provided that the
  117.  * rotation puts the blots in empty spaces.  The table of shapes is set up
  118.  * so that each shape contains the index of the new shape obtained by
  119.  * rotating the current shape.  Due to symmetry, each shape has exactly
  120.  * 1, 2, or 4 rotations total; the first 7 entries in the table represent
  121.  * the primary shapes, and the remaining 12 represent their various
  122.  * rotated forms.
  123.  */
  124. struct shape {
  125.     int rot;    /* index of rotated version of this shape */
  126.     int rotc;   /* -- " -- in classic version  */
  127.     int off[3]; /* offsets to other blots if center is at (0,0) */
  128. };
  129.  
  130. extern const struct shape shapes[];
  131.  
  132. extern const struct shape *curshape;
  133. extern const struct shape *nextshape;
  134.  
  135. /*
  136.  * Shapes fall at a rate faster than once per second.
  137.  *
  138.  * The initial rate is determined by dividing 1 million microseconds
  139.  * by the game `level'.  (This is at most 1 million, or one second.)
  140.  * Each time the fall-rate is used, it is decreased a little bit,
  141.  * depending on its current value, via the `faster' macro below.
  142.  * The value eventually reaches a limit, and things stop going faster,
  143.  * but by then the game is utterly impossible.
  144.  */
  145. extern long fallrate;   /* less than 1 million; smaller => faster */
  146. #define faster() (fallrate -= fallrate / 3000)
  147.  
  148. /*
  149.  * Game level must be between 1 and 9.  This controls the initial fall rate
  150.  * and affects scoring.
  151.  */
  152. #define MINLEVEL    1
  153. #define MAXLEVEL    9
  154.  
  155. /*
  156.  * Scoring is as follows:
  157.  *
  158.  * When the shape comes to rest, and is integrated into the board,
  159.  * we score one point.  If the shape is high up (at a low-numbered row),
  160.  * and the user hits the space bar, the shape plummets all the way down,
  161.  * and we score a point for each row it falls (plus one more as soon as
  162.  * we find that it is at rest and integrate it---until then, it can
  163.  * still be moved or rotated).
  164.  *
  165.  * If previewing has been turned on, the score is multiplied by PRE_PENALTY.
  166.  */
  167. #define PRE_PENALTY 0.75
  168.  
  169. extern int  score;      /* the obvious thing */
  170. extern gid_t    gid, egid;
  171.  
  172. extern char key_msg[100];
  173. extern int  showpreview;
  174. extern int  classic;
  175.  
  176. int fits_in(const struct shape *, int);
  177. void    place(const struct shape *, int, int);
  178. void    stop(char *);
  179.