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 *
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 *
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 *  @(#)tetris.h    8.1 (Berkeley) 5/31/93
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 *  @(#)tetris.h    8.1 (Berkeley) 5/31/93
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 */
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 */
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/** @addtogroup tetris
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/** @addtogroup tetris
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 * @{
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 * @{
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 */
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 */
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/** @file
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/** @file
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 */
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 */
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/*
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/*
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 * columns of rows 21 and 22.  Rows 0 and 22 exist as boundary areas
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 * columns of rows 21 and 22.  Rows 0 and 22 exist as boundary areas
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 * so that regions `outside' the visible area can be examined without
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 * so that regions `outside' the visible area can be examined without
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 * worrying about addressing problems.
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 * worrying about addressing problems.
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 */
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 */
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    /* the board */
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/* The board */
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#define B_COLS  12
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#define B_COLS  12
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#define B_ROWS  23
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#define B_ROWS  23
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#define B_SIZE  (B_ROWS * B_COLS)
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#define B_SIZE  (B_ROWS * B_COLS)
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typedef unsigned char cell;
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typedef uint32_t cell;
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extern cell board[B_SIZE];  /* 1 => occupied, 0 => empty */
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extern cell board[B_SIZE];  /* 1 => occupied, 0 => empty */
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    /* the displayed area (rows) */
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/* The displayed area (rows) */
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#define D_FIRST 1
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#define D_FIRST  1
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#define D_LAST  22
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#define D_LAST   22
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    /* the active area (rows) */
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/* The active area (rows) */
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#define A_FIRST 1
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#define A_FIRST  1
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#define A_LAST  21
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#define A_LAST   21
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/*
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/*
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 * Minimum display size.
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 * Minimum display size.
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 */
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 */
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#define MINROWS 23
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#define MINROWS  23
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#define MINCOLS 40
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#define MINCOLS  40
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extern int  Rows, Cols; /* current screen size */
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/* Current screen size */
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extern int Rows;
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extern int Cols;
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/*
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/*
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 * Translations from board coordinates to display coordinates.
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 * Translations from board coordinates to display coordinates.
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 * As with board coordinates, display coordiates are zero origin.
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 * As with board coordinates, display coordiates are zero origin.
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 */
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 */
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#define RTOD(x) ((x) - 1)
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#define RTOD(x)  ((x) - 1)
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#define CTOD(x) ((x) * 2 + (((Cols - 2 * B_COLS) >> 1) - 1))
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#define CTOD(x)  ((x) * 2 + (((Cols - 2 * B_COLS) >> 1) - 1))
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/*
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/*
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 * A `shape' is the fundamental thing that makes up the game.  There
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 * A `shape' is the fundamental thing that makes up the game.  There
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 * are 7 basic shapes, each consisting of four `blots':
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 * are 7 basic shapes, each consisting of four `blots':
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 *
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 *
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 *  X.X   X.X       X.X
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 *      X.X       X.X           X.X
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 *    X.X   X.X X.X.X   X.X X.X.X   X.X.X   X.X.X.X
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 *        X.X   X.X     X.X.X   X.X     X.X.X   X.X.X   X.X.X.X
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 *            X     X       X
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 *                        X             X           X
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 *
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 *
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 *    0   1   2   3   4   5   6
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 *          0     1       2       3       4       5       6
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 *
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 *
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 * Except for 3 and 6, the center of each shape is one of the blots.
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 * Except for 3 and 6, the center of each shape is one of the blots.
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 * This blot is designated (0,0).  The other three blots can then be
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 * This blot is designated (0, 0).  The other three blots can then be
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 * described as offsets from the center.  Shape 3 is the same under
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 * described as offsets from the center.  Shape 3 is the same under
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 * rotation, so its center is effectively irrelevant; it has been chosen
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 * rotation, so its center is effectively irrelevant; it has been chosen
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 * so that it `sticks out' upward and leftward.  Except for shape 6,
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 * so that it `sticks out' upward and leftward.  Except for shape 6,
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 * all the blots are contained in a box going from (-1,-1) to (+1,+1);
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 * all the blots are contained in a box going from (-1, -1) to (+1, +1);
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 * shape 6's center `wobbles' as it rotates, so that while it `sticks out'
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 * shape 6's center `wobbles' as it rotates, so that while it `sticks out'
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 * rightward, its rotation---a vertical line---`sticks out' downward.
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 * rightward, its rotation---a vertical line---`sticks out' downward.
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 * The containment box has to include the offset (2,0), making the overall
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 * The containment box has to include the offset (2, 0), making the overall
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 * containment box range from offset (-1,-1) to (+2,+1).  (This is why
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 * containment box range from offset (-1, -1) to (+2, +1).  (This is why
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 * there is only one row above, but two rows below, the display area.)
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 * there is only one row above, but two rows below, the display area.)
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 *
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 *
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 * The game works by choosing one of these shapes at random and putting
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 * The game works by choosing one of these shapes at random and putting
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 * its center at the middle of the first display row (row 1, column 5).
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 * its center at the middle of the first display row (row 1, column 5).
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 * The shape is moved steadily downward until it collides with something:
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 * The shape is moved steadily downward until it collides with something:
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 * either  another shape, or the bottom of the board.  When the shape can
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 * either  another shape, or the bottom of the board.  When the shape can
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 * no longer be moved downwards, it is merged into the current board.
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 * no longer be moved downwards, it is merged into the current board.
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 * At this time, any completely filled rows are elided, and blots above
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 * At this time, any completely filled rows are elided, and blots above
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 * these rows move down to make more room.  A new random shape is again
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 * these rows move down to make more room.  A new random shape is again
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 * introduced at the top of the board, and the whole process repeats.
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 * introduced at the top of the board, and the whole process repeats.
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 * The game ends when the new shape will not fit at (1,5).
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 * The game ends when the new shape will not fit at (1, 5).
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 *
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 *
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 * While the shapes are falling, the user can rotate them counterclockwise
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 * While the shapes are falling, the user can rotate them counterclockwise
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 * 90 degrees (in addition to moving them left or right), provided that the
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 * 90 degrees (in addition to moving them left or right), provided that the
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 * rotation puts the blots in empty spaces.  The table of shapes is set up
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 * rotation puts the blots in empty spaces.  The table of shapes is set up
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 * so that each shape contains the index of the new shape obtained by
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 * so that each shape contains the index of the new shape obtained by
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 * 1, 2, or 4 rotations total; the first 7 entries in the table represent
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 * 1, 2, or 4 rotations total; the first 7 entries in the table represent
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 * the primary shapes, and the remaining 12 represent their various
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 * the primary shapes, and the remaining 12 represent their various
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 * rotated forms.
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 * rotated forms.
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 */
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 */
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struct shape {
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struct shape {
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    int rot;    /* index of rotated version of this shape */
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    int rot;     /* index of rotated version of this shape */
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    int rotc;   /* -- " -- in classic version  */
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    int rotc;    /* -- " -- in classic version  */
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    int off[3]; /* offsets to other blots if center is at (0,0) */
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    int off[3];  /* offsets to other blots if center is at (0,0) */
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    uint32_t color;
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};
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};
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extern const struct shape shapes[];
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extern const struct shape shapes[];
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extern const struct shape *curshape;
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extern const struct shape *curshape;
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 * Each time the fall-rate is used, it is decreased a little bit,
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 * Each time the fall-rate is used, it is decreased a little bit,
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 * depending on its current value, via the `faster' macro below.
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 * depending on its current value, via the `faster' macro below.
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 * The value eventually reaches a limit, and things stop going faster,
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 * The value eventually reaches a limit, and things stop going faster,
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 * but by then the game is utterly impossible.
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 * but by then the game is utterly impossible.
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 */
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 */
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extern long fallrate;   /* less than 1 million; smaller => faster */
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extern long fallrate;  /* less than 1 million; smaller => faster */
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#define faster() (fallrate -= fallrate / 3000)
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#define faster()  (fallrate -= fallrate / 3000)
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/*
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/*
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 * Game level must be between 1 and 9.  This controls the initial fall rate
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 * Game level must be between 1 and 9.  This controls the initial fall rate
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 * and affects scoring.
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 * and affects scoring.
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 */
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 */
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#define MINLEVEL    1
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#define MINLEVEL  1
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#define MAXLEVEL    9
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#define MAXLEVEL  9
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/*
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/*
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 * Scoring is as follows:
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 * Scoring is as follows:
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 *
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 *
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 * When the shape comes to rest, and is integrated into the board,
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 * When the shape comes to rest, and is integrated into the board,
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 * we find that it is at rest and integrate it---until then, it can
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 * we find that it is at rest and integrate it---until then, it can
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 * still be moved or rotated).
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 * still be moved or rotated).
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 *
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 *
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 * If previewing has been turned on, the score is multiplied by PRE_PENALTY.
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 * If previewing has been turned on, the score is multiplied by PRE_PENALTY.
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 */
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 */
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#define PRE_PENALTY 0.75
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#define PRE_PENALTY  0.75
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extern int score;  /* The obvious thing */
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extern char key_msg[100];
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extern int  score;      /* the obvious thing */
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extern int showpreview;
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//extern gid_t  gid, egid;
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extern int classic;
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extern char key_msg[100];
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extern int  showpreview;
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extern int  classic;
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int fits_in(const struct shape *, int);
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extern int fits_in(const struct shape *, int);
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void    place(const struct shape *, int, int);
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extern void place(const struct shape *, int, int);
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void    stop(char *);
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extern void stop(char *);
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/** @}
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/** @}
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 */
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 */
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