1/*	$OpenBSD: tetris.h,v 1.13 2019/05/18 19:38:26 rob 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#include <limits.h>
39
40/*
41 * Definitions for Tetris.
42 */
43
44/*
45 * The display (`board') is composed of 23 rows of 12 columns of characters
46 * (numbered 0..22 and 0..11), stored in a single array for convenience.
47 * Columns 1 to 10 of rows 1 to 20 are the actual playing area, where
48 * shapes appear.  Columns 0 and 11 are always occupied, as are all
49 * columns of rows 21 and 22.  Rows 0 and 22 exist as boundary areas
50 * so that regions `outside' the visible area can be examined without
51 * worrying about addressing problems.
52 */
53
54	/* the board */
55#define	B_COLS	12
56#define	B_ROWS	23
57#define	B_SIZE	(B_ROWS * B_COLS)
58
59typedef unsigned char cell;
60extern cell	board[B_SIZE];	/* 1 => occupied, 0 => empty */
61
62	/* the displayed area (rows) */
63#define	D_FIRST	1
64#define	D_LAST	22
65
66	/* the active area (rows) */
67#define	A_FIRST	1
68#define	A_LAST	21
69
70/*
71 * Minimum display size.
72 */
73#define	MINROWS	23
74#define	MINCOLS	40
75
76extern int	Rows, Cols;	/* current screen size */
77
78/*
79 * Translations from board coordinates to display coordinates.
80 * As with board coordinates, display coordinates are zero origin.
81 */
82#define	RTOD(x)	((x) - 1)
83#define	CTOD(x)	((x) * 2 + (((Cols - 2 * B_COLS) >> 1) - 1))
84
85/*
86 * A `shape' is the fundamental thing that makes up the game.  There
87 * are 7 basic shapes, each consisting of four `blots':
88 *
89 *	X.X	  X.X		X.X
90 *	  X.X	X.X	X.X.X	X.X	X.X.X	X.X.X	X.X.X.X
91 *			  X		X	    X
92 *
93 *	  0	  1	  2	  3	  4	  5	  6
94 *
95 * Except for 3 and 6, the center of each shape is one of the blots.
96 * This blot is designated (0,0).  The other three blots can then be
97 * described as offsets from the center.  Shape 3 is the same under
98 * rotation, so its center is effectively irrelevant; it has been chosen
99 * so that it `sticks out' upward and leftward.  Except for shape 6,
100 * all the blots are contained in a box going from (-1,-1) to (+1,+1);
101 * shape 6's center `wobbles' as it rotates, so that while it `sticks out'
102 * rightward, its rotation---a vertical line---`sticks out' downward.
103 * The containment box has to include the offset (2,0), making the overall
104 * containment box range from offset (-1,-1) to (+2,+1).  (This is why
105 * there is only one row above, but two rows below, the display area.)
106 *
107 * The game works by choosing one of these shapes at random and putting
108 * its center at the middle of the first display row (row 1, column 5).
109 * The shape is moved steadily downward until it collides with something:
110 * either  another shape, or the bottom of the board.  When the shape can
111 * no longer be moved downwards, it is merged into the current board.
112 * At this time, any completely filled rows are elided, and blots above
113 * these rows move down to make more room.  A new random shape is again
114 * introduced at the top of the board, and the whole process repeats.
115 * The game ends when the new shape will not fit at (1,5).
116 *
117 * While the shapes are falling, the user can rotate them counterclockwise
118 * 90 degrees (in addition to moving them left or right), provided that the
119 * rotation puts the blots in empty spaces.  The table of shapes is set up
120 * so that each shape contains the index of the new shape obtained by
121 * rotating the current shape.  Due to symmetry, each shape has exactly
122 * 1, 2, or 4 rotations total; the first 7 entries in the table represent
123 * the primary shapes, and the remaining 12 represent their various
124 * rotated forms.
125 */
126struct shape {
127	int	rot;	/* index of rotated version of this shape */
128	int	rotc;	/* -- " -- in classic version  */
129	int	off[3];	/* offsets to other blots if center is at (0,0) */
130};
131
132extern const struct shape shapes[];
133
134extern const struct shape *curshape;
135extern const struct shape *nextshape;
136
137/*
138 * Shapes fall at a rate faster than once per second.
139 *
140 * The initial rate is determined by dividing 1 billion nanoseconds
141 * by the game `level'.  (This is at most 1 billion, or one second.)
142 * Each time the fallrate is used, it is decreased a little bit,
143 * depending on its current value, via the `faster' macro below.
144 * The value eventually reaches a limit, and things stop going faster,
145 * but by then the game is utterly impossible.
146 */
147extern long	fallrate;	/* less than 1 billion; smaller => faster */
148#define	faster() (fallrate -= fallrate / 3000000)
149
150/*
151 * Game level must be between 1 and 9.  This controls the initial fall rate
152 * and affects scoring.
153 */
154#define	MINLEVEL	1
155#define	MAXLEVEL	9
156
157/*
158 * Scoring is as follows:
159 *
160 * When the shape comes to rest, and is integrated into the board,
161 * we score one point.  If the shape is high up (at a low-numbered row),
162 * and the user hits the space bar, the shape plummets all the way down,
163 * and we score a point for each row it falls (plus one more as soon as
164 * we find that it is at rest and integrate it---until then, it can
165 * still be moved or rotated).
166 *
167 * If previewing has been turned on, the score is multiplied by PRE_PENALTY.
168 */
169#define PRE_PENALTY 0.75
170
171extern int	score;		/* the obvious thing */
172
173extern char	key_msg[100];
174extern char	scorepath[PATH_MAX];
175extern int	showpreview;
176extern int	classic;
177
178int	fits_in(const struct shape *, int);
179void	place(const struct shape *, int, int);
180void	stop(char *);
181