summaryrefslogtreecommitdiff
path: root/games/tetris/tetris.h
blob: c0210123bb00cbe8de3eaf71b9cfb3ca3b61d286 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
/*	$OpenBSD: tetris.h,v 1.4 1999/03/22 07:38:30 pjanzen Exp $	*/
/*	$NetBSD: tetris.h,v 1.2 1995/04/22 07:42:48 cgd Exp $	*/

/*-
 * Copyright (c) 1992, 1993
 *	The Regents of the University of California.  All rights reserved.
 *
 * This code is derived from software contributed to Berkeley by
 * Chris Torek and Darren F. Provine.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions
 * are met:
 * 1. Redistributions of source code must retain the above copyright
 *    notice, this list of conditions and the following disclaimer.
 * 2. Redistributions in binary form must reproduce the above copyright
 *    notice, this list of conditions and the following disclaimer in the
 *    documentation and/or other materials provided with the distribution.
 * 3. All advertising materials mentioning features or use of this software
 *    must display the following acknowledgement:
 *	This product includes software developed by the University of
 *	California, Berkeley and its contributors.
 * 4. Neither the name of the University nor the names of its contributors
 *    may be used to endorse or promote products derived from this software
 *    without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
 * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
 * SUCH DAMAGE.
 *
 *	@(#)tetris.h	8.1 (Berkeley) 5/31/93
 */

/*
 * Definitions for Tetris.
 */

/*
 * The display (`board') is composed of 23 rows of 12 columns of characters
 * (numbered 0..22 and 0..11), stored in a single array for convenience.
 * Columns 1 to 10 of rows 1 to 20 are the actual playing area, where
 * shapes appear.  Columns 0 and 11 are always occupied, as are all
 * columns of rows 21 and 22.  Rows 0 and 22 exist as boundary areas
 * so that regions `outside' the visible area can be examined without
 * worrying about addressing problems.
 */

	/* the board */
#define	B_COLS	12
#define	B_ROWS	23
#define	B_SIZE	(B_ROWS * B_COLS)

typedef unsigned char cell;
cell	board[B_SIZE];		/* 1 => occupied, 0 => empty */

	/* the displayed area (rows) */
#define	D_FIRST	1
#define	D_LAST	22

	/* the active area (rows) */
#define	A_FIRST	1
#define	A_LAST	21

/*
 * Minimum display size.
 */
#define	MINROWS	23
#define	MINCOLS	40

int	Rows, Cols;		/* current screen size */

/*
 * Translations from board coordinates to display coordinates.
 * As with board coordinates, display coordiates are zero origin.
 */
#define	RTOD(x)	((x) - 1)
#define	CTOD(x)	((x) * 2 + (((Cols - 2 * B_COLS) >> 1) - 1))

/*
 * A `shape' is the fundamental thing that makes up the game.  There
 * are 7 basic shapes, each consisting of four `blots':
 *
 *	X.X	  X.X		X.X
 *	  X.X	X.X	X.X.X	X.X	X.X.X	X.X.X	X.X.X.X
 *			  X		X	    X
 *
 *	  0	  1	  2	  3	  4	  5	  6
 *
 * Except for 3 and 6, the center of each shape is one of the blots.
 * This blot is designated (0,0).  The other three blots can then be
 * described as offsets from the center.  Shape 3 is the same under
 * rotation, so its center is effectively irrelevant; it has been chosen
 * so that it `sticks out' upward and leftward.  Except for shape 6,
 * all the blots are contained in a box going from (-1,-1) to (+1,+1);
 * shape 6's center `wobbles' as it rotates, so that while it `sticks out'
 * rightward, its rotation---a vertical line---`sticks out' downward.
 * The containment box has to include the offset (2,0), making the overall
 * containment box range from offset (-1,-1) to (+2,+1).  (This is why
 * there is only one row above, but two rows below, the display area.)
 *
 * The game works by choosing one of these shapes at random and putting
 * its center at the middle of the first display row (row 1, column 5).
 * The shape is moved steadily downward until it collides with something:
 * either  another shape, or the bottom of the board.  When the shape can
 * no longer be moved downwards, it is merged into the current board.
 * At this time, any completely filled rows are elided, and blots above
 * these rows move down to make more room.  A new random shape is again
 * introduced at the top of the board, and the whole process repeats.
 * The game ends when the new shape will not fit at (1,5).
 *
 * While the shapes are falling, the user can rotate them counterclockwise
 * 90 degrees (in addition to moving them left or right), provided that the
 * rotation puts the blots in empty spaces.  The table of shapes is set up
 * so that each shape contains the index of the new shape obtained by
 * rotating the current shape.  Due to symmetry, each shape has exactly
 * 1, 2, or 4 rotations total; the first 7 entries in the table represent
 * the primary shapes, and the remaining 12 represent their various
 * rotated forms.
 */
struct shape {
	int	rot;	/* index of rotated version of this shape */
	int	off[3];	/* offsets to other blots if center is at (0,0) */
};

extern struct shape shapes[];

struct shape *curshape;
struct shape *nextshape;

/*
 * Shapes fall at a rate faster than once per second.
 *
 * The initial rate is determined by dividing 1 million microseconds
 * by the game `level'.  (This is at most 1 million, or one second.)
 * Each time the fall-rate is used, it is decreased a little bit,
 * depending on its current value, via the `faster' macro below.
 * The value eventually reaches a limit, and things stop going faster,
 * but by then the game is utterly impossible.
 */
long	fallrate;		/* less than 1 million; smaller => faster */
#define	faster() (fallrate -= fallrate / 3000)

/*
 * Game level must be between 1 and 9.  This controls the initial fall rate
 * and affects scoring.
 */
#define	MINLEVEL	1
#define	MAXLEVEL	9

/*
 * Scoring is as follows:
 *
 * When the shape comes to rest, and is integrated into the board,
 * we score one point.  If the shape is high up (at a low-numbered row),
 * and the user hits the space bar, the shape plummets all the way down,
 * and we score a point for each row it falls (plus one more as soon as
 * we find that it is at rest and integrate it---until then, it can
 * still be moved or rotated).
 *
 * If previewing has been turned on, the score is multiplied by PRE_PENALTY.
 */
#define PRE_PENALTY 0.75

int	score;			/* the obvious thing */
gid_t	gid, egid;

char	key_msg[100];
int	showpreview;

int	fits_in __P((struct shape *, int));
void	place __P((struct shape *, int, int));
void	stop __P((char *));