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| 34 | * |
34 | * |
| 35 | * @(#)tetris.h 8.1 (Berkeley) 5/31/93 |
35 | * @(#)tetris.h 8.1 (Berkeley) 5/31/93 |
| 36 | */ |
36 | */ |
| 37 | 37 | ||
| 38 | /** @addtogroup tetris |
38 | /** @addtogroup tetris |
| 39 | * @{ |
39 | * @{ |
| 40 | */ |
40 | */ |
| 41 | /** @file |
41 | /** @file |
| 42 | */ |
42 | */ |
| 43 | 43 | ||
| 44 | /* |
44 | /* |
| Line 53... | Line 53... | ||
| 53 | * columns of rows 21 and 22. Rows 0 and 22 exist as boundary areas |
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 |
54 | * so that regions `outside' the visible area can be examined without |
| 55 | * worrying about addressing problems. |
55 | * worrying about addressing problems. |
| 56 | */ |
56 | */ |
| 57 | 57 | ||
| 58 | /* the board */ |
58 | /* The board */ |
| 59 | #define B_COLS 12 |
59 | #define B_COLS 12 |
| 60 | #define B_ROWS 23 |
60 | #define B_ROWS 23 |
| 61 | #define B_SIZE (B_ROWS * B_COLS) |
61 | #define B_SIZE (B_ROWS * B_COLS) |
| 62 | 62 | ||
| 63 | typedef unsigned char cell; |
63 | typedef uint32_t cell; |
| - | 64 | ||
| 64 | extern cell board[B_SIZE]; /* 1 => occupied, 0 => empty */ |
65 | extern cell board[B_SIZE]; /* 1 => occupied, 0 => empty */ |
| 65 | 66 | ||
| 66 | /* the displayed area (rows) */ |
67 | /* The displayed area (rows) */ |
| 67 | #define D_FIRST 1 |
68 | #define D_FIRST 1 |
| 68 | #define D_LAST 22 |
69 | #define D_LAST 22 |
| 69 | 70 | ||
| 70 | /* the active area (rows) */ |
71 | /* The active area (rows) */ |
| 71 | #define A_FIRST 1 |
72 | #define A_FIRST 1 |
| 72 | #define A_LAST 21 |
73 | #define A_LAST 21 |
| 73 | 74 | ||
| 74 | /* |
75 | /* |
| 75 | * Minimum display size. |
76 | * Minimum display size. |
| 76 | */ |
77 | */ |
| 77 | #define MINROWS 23 |
78 | #define MINROWS 23 |
| 78 | #define MINCOLS 40 |
79 | #define MINCOLS 40 |
| 79 | 80 | ||
| 80 | extern int Rows, Cols; /* current screen size */ |
81 | /* Current screen size */ |
| - | 82 | extern int Rows; |
|
| - | 83 | extern int Cols; |
|
| 81 | 84 | ||
| 82 | /* |
85 | /* |
| 83 | * Translations from board coordinates to display coordinates. |
86 | * Translations from board coordinates to display coordinates. |
| 84 | * As with board coordinates, display coordiates are zero origin. |
87 | * As with board coordinates, display coordiates are zero origin. |
| 85 | */ |
88 | */ |
| 86 | #define RTOD(x) ((x) - 1) |
89 | #define RTOD(x) ((x) - 1) |
| 87 | #define CTOD(x) ((x) * 2 + (((Cols - 2 * B_COLS) >> 1) - 1)) |
90 | #define CTOD(x) ((x) * 2 + (((Cols - 2 * B_COLS) >> 1) - 1)) |
| 88 | 91 | ||
| 89 | /* |
92 | /* |
| 90 | * A `shape' is the fundamental thing that makes up the game. There |
93 | * A `shape' is the fundamental thing that makes up the game. There |
| 91 | * are 7 basic shapes, each consisting of four `blots': |
94 | * are 7 basic shapes, each consisting of four `blots': |
| 92 | * |
95 | * |
| 93 | * X.X X.X X.X |
96 | * 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 |
97 | * X.X X.X X.X.X X.X X.X.X X.X.X X.X.X.X |
| 95 | * X X X |
98 | * X X X |
| 96 | * |
99 | * |
| 97 | * 0 1 2 3 4 5 6 |
100 | * 0 1 2 3 4 5 6 |
| 98 | * |
101 | * |
| 99 | * Except for 3 and 6, the center of each shape is one of the blots. |
102 | * 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 |
103 | * 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 |
104 | * described as offsets from the center. Shape 3 is the same under |
| 102 | * rotation, so its center is effectively irrelevant; it has been chosen |
105 | * rotation, so its center is effectively irrelevant; it has been chosen |
| 103 | * so that it `sticks out' upward and leftward. Except for shape 6, |
106 | * 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); |
107 | * 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' |
108 | * shape 6's center `wobbles' as it rotates, so that while it `sticks out' |
| 106 | * rightward, its rotation---a vertical line---`sticks out' downward. |
109 | * rightward, its rotation---a vertical line---`sticks out' downward. |
| 107 | * The containment box has to include the offset (2,0), making the overall |
110 | * 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 |
111 | * 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.) |
112 | * there is only one row above, but two rows below, the display area.) |
| 110 | * |
113 | * |
| 111 | * The game works by choosing one of these shapes at random and putting |
114 | * 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). |
115 | * 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: |
116 | * 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 |
117 | * 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. |
118 | * 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 |
119 | * 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 |
120 | * 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. |
121 | * 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). |
122 | * The game ends when the new shape will not fit at (1, 5). |
| 120 | * |
123 | * |
| 121 | * While the shapes are falling, the user can rotate them counterclockwise |
124 | * 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 |
125 | * 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 |
126 | * 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 |
127 | * so that each shape contains the index of the new shape obtained by |
| Line 126... | Line 129... | ||
| 126 | * 1, 2, or 4 rotations total; the first 7 entries in the table represent |
129 | * 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 |
130 | * the primary shapes, and the remaining 12 represent their various |
| 128 | * rotated forms. |
131 | * rotated forms. |
| 129 | */ |
132 | */ |
| 130 | struct shape { |
133 | struct shape { |
| 131 | int rot; /* index of rotated version of this shape */ |
134 | int rot; /* index of rotated version of this shape */ |
| 132 | int rotc; /* -- " -- in classic version */ |
135 | int rotc; /* -- " -- in classic version */ |
| 133 | int off[3]; /* offsets to other blots if center is at (0,0) */ |
136 | int off[3]; /* offsets to other blots if center is at (0,0) */ |
| - | 137 | uint32_t color; |
|
| 134 | }; |
138 | }; |
| 135 | 139 | ||
| 136 | extern const struct shape shapes[]; |
140 | extern const struct shape shapes[]; |
| 137 | 141 | ||
| 138 | extern const struct shape *curshape; |
142 | extern const struct shape *curshape; |
| Line 146... | Line 150... | ||
| 146 | * Each time the fall-rate is used, it is decreased a little bit, |
150 | * Each time the fall-rate is used, it is decreased a little bit, |
| 147 | * depending on its current value, via the `faster' macro below. |
151 | * depending on its current value, via the `faster' macro below. |
| 148 | * The value eventually reaches a limit, and things stop going faster, |
152 | * The value eventually reaches a limit, and things stop going faster, |
| 149 | * but by then the game is utterly impossible. |
153 | * but by then the game is utterly impossible. |
| 150 | */ |
154 | */ |
| 151 | extern long fallrate; /* less than 1 million; smaller => faster */ |
155 | extern long fallrate; /* less than 1 million; smaller => faster */ |
| - | 156 | ||
| 152 | #define faster() (fallrate -= fallrate / 3000) |
157 | #define faster() (fallrate -= fallrate / 3000) |
| 153 | 158 | ||
| 154 | /* |
159 | /* |
| 155 | * Game level must be between 1 and 9. This controls the initial fall rate |
160 | * Game level must be between 1 and 9. This controls the initial fall rate |
| 156 | * and affects scoring. |
161 | * and affects scoring. |
| 157 | */ |
162 | */ |
| 158 | #define MINLEVEL 1 |
163 | #define MINLEVEL 1 |
| 159 | #define MAXLEVEL 9 |
164 | #define MAXLEVEL 9 |
| 160 | 165 | ||
| 161 | /* |
166 | /* |
| 162 | * Scoring is as follows: |
167 | * Scoring is as follows: |
| 163 | * |
168 | * |
| 164 | * When the shape comes to rest, and is integrated into the board, |
169 | * When the shape comes to rest, and is integrated into the board, |
| Line 168... | Line 173... | ||
| 168 | * we find that it is at rest and integrate it---until then, it can |
173 | * we find that it is at rest and integrate it---until then, it can |
| 169 | * still be moved or rotated). |
174 | * still be moved or rotated). |
| 170 | * |
175 | * |
| 171 | * If previewing has been turned on, the score is multiplied by PRE_PENALTY. |
176 | * If previewing has been turned on, the score is multiplied by PRE_PENALTY. |
| 172 | */ |
177 | */ |
| 173 | #define PRE_PENALTY 0.75 |
178 | #define PRE_PENALTY 0.75 |
| - | 179 | ||
| - | 180 | extern int score; /* The obvious thing */ |
|
| 174 | 181 | ||
| - | 182 | extern char key_msg[100]; |
|
| 175 | extern int score; /* the obvious thing */ |
183 | extern int showpreview; |
| 176 | //extern gid_t gid, egid; |
184 | extern int classic; |
| 177 | 185 | ||
| 178 | extern char key_msg[100]; |
- | |
| 179 | extern int showpreview; |
- | |
| 180 | extern int classic; |
- | |
| 181 | - | ||
| 182 | int fits_in(const struct shape *, int); |
186 | extern int fits_in(const struct shape *, int); |
| 183 | void place(const struct shape *, int, int); |
187 | extern void place(const struct shape *, int, int); |
| 184 | void stop(char *); |
188 | extern void stop(char *); |
| 185 | 189 | ||
| 186 | /** @} |
190 | /** @} |
| 187 | */ |
191 | */ |
| 188 | - | ||