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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 uint32_t cell;
  64.  
  65. extern cell board[B_SIZE];  /* 1 => occupied, 0 => empty */
  66.  
  67. /* The displayed area (rows) */
  68. #define D_FIRST  1
  69. #define D_LAST   22
  70.  
  71. /* The active area (rows) */
  72. #define A_FIRST  1
  73. #define A_LAST   21
  74.  
  75. /*
  76.  * Minimum display size.
  77.  */
  78. #define MINROWS  23
  79. #define MINCOLS  40
  80.  
  81. /* Current screen size */
  82. extern int Rows;
  83. extern int Cols;
  84.  
  85. /*
  86.  * Translations from board coordinates to display coordinates.
  87.  * As with board coordinates, display coordiates are zero origin.
  88.  */
  89. #define RTOD(x)  ((x) - 1)
  90. #define CTOD(x)  ((x) * 2 + (((Cols - 2 * B_COLS) >> 1) - 1))
  91.  
  92. /*
  93.  * A `shape' is the fundamental thing that makes up the game.  There
  94.  * are 7 basic shapes, each consisting of four `blots':
  95.  *
  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
  98.  *                        X             X           X
  99.  *
  100.  *          0     1       2       3       4       5       6
  101.  *
  102.  * Except for 3 and 6, the center of each shape is one of the blots.
  103.  * This blot is designated (0, 0).  The other three blots can then be
  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
  106.  * so that it `sticks out' upward and leftward.  Except for shape 6,
  107.  * all the blots are contained in a box going from (-1, -1) to (+1, +1);
  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.
  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
  112.  * there is only one row above, but two rows below, the display area.)
  113.  *
  114.  * The game works by choosing one of these shapes at random and putting
  115.  * its center at the middle of the first display row (row 1, column 5).
  116.  * The shape is moved steadily downward until it collides with something:
  117.  * either  another shape, or the bottom of the board.  When the shape can
  118.  * no longer be moved downwards, it is merged into the current board.
  119.  * At this time, any completely filled rows are elided, and blots above
  120.  * these rows move down to make more room.  A new random shape is again
  121.  * introduced at the top of the board, and the whole process repeats.
  122.  * The game ends when the new shape will not fit at (1, 5).
  123.  *
  124.  * While the shapes are falling, the user can rotate them counterclockwise
  125.  * 90 degrees (in addition to moving them left or right), provided that the
  126.  * rotation puts the blots in empty spaces.  The table of shapes is set up
  127.  * so that each shape contains the index of the new shape obtained by
  128.  * rotating the current shape.  Due to symmetry, each shape has exactly
  129.  * 1, 2, or 4 rotations total; the first 7 entries in the table represent
  130.  * the primary shapes, and the remaining 12 represent their various
  131.  * rotated forms.
  132.  */
  133. struct shape {
  134.     int rot;     /* index of rotated version of this shape */
  135.     int rotc;    /* -- " -- in classic version  */
  136.     int off[3];  /* offsets to other blots if center is at (0,0) */
  137.     uint32_t color;
  138. };
  139.  
  140. extern const struct shape shapes[];
  141.  
  142. extern const struct shape *curshape;
  143. extern const struct shape *nextshape;
  144.  
  145. /*
  146.  * Shapes fall at a rate faster than once per second.
  147.  *
  148.  * The initial rate is determined by dividing 1 million microseconds
  149.  * by the game `level'.  (This is at most 1 million, or one second.)
  150.  * Each time the fall-rate is used, it is decreased a little bit,
  151.  * depending on its current value, via the `faster' macro below.
  152.  * The value eventually reaches a limit, and things stop going faster,
  153.  * but by then the game is utterly impossible.
  154.  */
  155. extern long fallrate;  /* less than 1 million; smaller => faster */
  156.  
  157. #define faster()  (fallrate -= fallrate / 3000)
  158.  
  159. /*
  160.  * Game level must be between 1 and 9.  This controls the initial fall rate
  161.  * and affects scoring.
  162.  */
  163. #define MINLEVEL  1
  164. #define MAXLEVEL  9
  165.  
  166. /*
  167.  * Scoring is as follows:
  168.  *
  169.  * When the shape comes to rest, and is integrated into the board,
  170.  * we score one point.  If the shape is high up (at a low-numbered row),
  171.  * and the user hits the space bar, the shape plummets all the way down,
  172.  * and we score a point for each row it falls (plus one more as soon as
  173.  * we find that it is at rest and integrate it---until then, it can
  174.  * still be moved or rotated).
  175.  *
  176.  * If previewing has been turned on, the score is multiplied by PRE_PENALTY.
  177.  */
  178. #define PRE_PENALTY  0.75
  179.  
  180. extern int score;  /* The obvious thing */
  181.  
  182. extern char key_msg[100];
  183. extern int showpreview;
  184. extern int classic;
  185.  
  186. extern int fits_in(const struct shape *, int);
  187. extern void place(const struct shape *, int, int);
  188. extern void stop(char *);
  189.  
  190. /** @}
  191.  */
  192.