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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 $ */ |
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3 | |||
4 | /*- |
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5 | * Copyright (c) 1992, 1993 |
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6 | * The Regents of the University of California. All rights reserved. |
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7 | * |
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8 | * This code is derived from software contributed to Berkeley by |
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9 | * Chris Torek and Darren F. Provine. |
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10 | * |
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11 | * Redistribution and use in source and binary forms, with or without |
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12 | * modification, are permitted provided that the following conditions |
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13 | * are met: |
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14 | * 1. Redistributions of source code must retain the above copyright |
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15 | * notice, this list of conditions and the following disclaimer. |
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16 | * 2. Redistributions in binary form must reproduce the above copyright |
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17 | * notice, this list of conditions and the following disclaimer in the |
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18 | * documentation and/or other materials provided with the distribution. |
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19 | * 3. Neither the name of the University nor the names of its contributors |
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20 | * may be used to endorse or promote products derived from this software |
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21 | * without specific prior written permission. |
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22 | * |
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23 | * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND |
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24 | * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
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25 | * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE |
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26 | * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE |
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27 | * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL |
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28 | * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS |
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29 | * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) |
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30 | * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT |
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31 | * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY |
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32 | * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF |
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33 | * SUCH DAMAGE. |
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34 | * |
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35 | * @(#)tetris.h 8.1 (Berkeley) 5/31/93 |
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36 | */ |
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37 | |||
1653 | cejka | 38 | /** @addtogroup tetris |
4515 | decky | 39 | * @{ |
1653 | cejka | 40 | */ |
41 | /** @file |
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42 | */ |
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43 | |||
1419 | jermar | 44 | /* |
45 | * Definitions for Tetris. |
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46 | */ |
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47 | |||
48 | /* |
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49 | * The display (`board') is composed of 23 rows of 12 columns of characters |
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50 | * (numbered 0..22 and 0..11), stored in a single array for convenience. |
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51 | * Columns 1 to 10 of rows 1 to 20 are the actual playing area, where |
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52 | * shapes appear. Columns 0 and 11 are always occupied, as are all |
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53 | * columns of rows 21 and 22. Rows 0 and 22 exist as boundary areas |
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54 | * so that regions `outside' the visible area can be examined without |
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55 | * worrying about addressing problems. |
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56 | */ |
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57 | |||
4515 | decky | 58 | /* The board */ |
59 | #define B_COLS 12 |
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60 | #define B_ROWS 23 |
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61 | #define B_SIZE (B_ROWS * B_COLS) |
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1419 | jermar | 62 | |
4515 | decky | 63 | typedef uint32_t cell; |
1419 | jermar | 64 | |
4515 | decky | 65 | extern cell board[B_SIZE]; /* 1 => occupied, 0 => empty */ |
1419 | jermar | 66 | |
4515 | decky | 67 | /* The displayed area (rows) */ |
68 | #define D_FIRST 1 |
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69 | #define D_LAST 22 |
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1419 | jermar | 70 | |
4515 | decky | 71 | /* The active area (rows) */ |
72 | #define A_FIRST 1 |
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73 | #define A_LAST 21 |
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74 | |||
1419 | jermar | 75 | /* |
76 | * Minimum display size. |
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77 | */ |
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4515 | decky | 78 | #define MINROWS 23 |
79 | #define MINCOLS 40 |
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1419 | jermar | 80 | |
4515 | decky | 81 | /* Current screen size */ |
82 | extern int Rows; |
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83 | extern int Cols; |
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1419 | jermar | 84 | |
85 | /* |
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86 | * Translations from board coordinates to display coordinates. |
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87 | * As with board coordinates, display coordiates are zero origin. |
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88 | */ |
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4515 | decky | 89 | #define RTOD(x) ((x) - 1) |
90 | #define CTOD(x) ((x) * 2 + (((Cols - 2 * B_COLS) >> 1) - 1)) |
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1419 | jermar | 91 | |
92 | /* |
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93 | * A `shape' is the fundamental thing that makes up the game. There |
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94 | * are 7 basic shapes, each consisting of four `blots': |
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95 | * |
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4515 | decky | 96 | * X.X X.X X.X |
97 | * X.X X.X X.X.X X.X X.X.X X.X.X X.X.X.X |
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98 | * X X X |
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1419 | jermar | 99 | * |
4515 | decky | 100 | * 0 1 2 3 4 5 6 |
1419 | jermar | 101 | * |
102 | * Except for 3 and 6, the center of each shape is one of the blots. |
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4515 | decky | 103 | * This blot is designated (0, 0). The other three blots can then be |
1419 | jermar | 104 | * described as offsets from the center. Shape 3 is the same under |
105 | * rotation, so its center is effectively irrelevant; it has been chosen |
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106 | * so that it `sticks out' upward and leftward. Except for shape 6, |
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4515 | decky | 107 | * all the blots are contained in a box going from (-1, -1) to (+1, +1); |
1419 | jermar | 108 | * shape 6's center `wobbles' as it rotates, so that while it `sticks out' |
109 | * rightward, its rotation---a vertical line---`sticks out' downward. |
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4515 | decky | 110 | * The containment box has to include the offset (2, 0), making the overall |
111 | * containment box range from offset (-1, -1) to (+2, +1). (This is why |
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1419 | jermar | 112 | * there is only one row above, but two rows below, the display area.) |
113 | * |
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114 | * The game works by choosing one of these shapes at random and putting |
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115 | * its center at the middle of the first display row (row 1, column 5). |
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116 | * The shape is moved steadily downward until it collides with something: |
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117 | * either another shape, or the bottom of the board. When the shape can |
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118 | * no longer be moved downwards, it is merged into the current board. |
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119 | * At this time, any completely filled rows are elided, and blots above |
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120 | * these rows move down to make more room. A new random shape is again |
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121 | * introduced at the top of the board, and the whole process repeats. |
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4515 | decky | 122 | * The game ends when the new shape will not fit at (1, 5). |
1419 | jermar | 123 | * |
124 | * While the shapes are falling, the user can rotate them counterclockwise |
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125 | * 90 degrees (in addition to moving them left or right), provided that the |
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126 | * rotation puts the blots in empty spaces. The table of shapes is set up |
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127 | * so that each shape contains the index of the new shape obtained by |
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128 | * rotating the current shape. Due to symmetry, each shape has exactly |
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129 | * 1, 2, or 4 rotations total; the first 7 entries in the table represent |
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130 | * the primary shapes, and the remaining 12 represent their various |
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131 | * rotated forms. |
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132 | */ |
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133 | struct shape { |
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4515 | decky | 134 | int rot; /* index of rotated version of this shape */ |
135 | int rotc; /* -- " -- in classic version */ |
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136 | int off[3]; /* offsets to other blots if center is at (0,0) */ |
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137 | uint32_t color; |
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1419 | jermar | 138 | }; |
139 | |||
140 | extern const struct shape shapes[]; |
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141 | |||
142 | extern const struct shape *curshape; |
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143 | extern const struct shape *nextshape; |
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144 | |||
145 | /* |
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146 | * Shapes fall at a rate faster than once per second. |
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147 | * |
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148 | * The initial rate is determined by dividing 1 million microseconds |
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149 | * by the game `level'. (This is at most 1 million, or one second.) |
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150 | * Each time the fall-rate is used, it is decreased a little bit, |
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151 | * depending on its current value, via the `faster' macro below. |
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152 | * The value eventually reaches a limit, and things stop going faster, |
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153 | * but by then the game is utterly impossible. |
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154 | */ |
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4515 | decky | 155 | extern long fallrate; /* less than 1 million; smaller => faster */ |
1419 | jermar | 156 | |
4515 | decky | 157 | #define faster() (fallrate -= fallrate / 3000) |
158 | |||
1419 | jermar | 159 | /* |
160 | * Game level must be between 1 and 9. This controls the initial fall rate |
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161 | * and affects scoring. |
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162 | */ |
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4515 | decky | 163 | #define MINLEVEL 1 |
164 | #define MAXLEVEL 9 |
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1419 | jermar | 165 | |
166 | /* |
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167 | * Scoring is as follows: |
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168 | * |
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169 | * When the shape comes to rest, and is integrated into the board, |
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170 | * we score one point. If the shape is high up (at a low-numbered row), |
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171 | * and the user hits the space bar, the shape plummets all the way down, |
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172 | * and we score a point for each row it falls (plus one more as soon as |
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173 | * we find that it is at rest and integrate it---until then, it can |
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174 | * still be moved or rotated). |
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175 | * |
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176 | * If previewing has been turned on, the score is multiplied by PRE_PENALTY. |
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177 | */ |
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4515 | decky | 178 | #define PRE_PENALTY 0.75 |
1419 | jermar | 179 | |
4515 | decky | 180 | extern int score; /* The obvious thing */ |
1419 | jermar | 181 | |
4515 | decky | 182 | extern char key_msg[100]; |
183 | extern int showpreview; |
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184 | extern int classic; |
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1419 | jermar | 185 | |
4515 | decky | 186 | extern int fits_in(const struct shape *, int); |
187 | extern void place(const struct shape *, int, int); |
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188 | extern void stop(char *); |
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1653 | cejka | 189 | |
190 | /** @} |
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191 | */ |