tetris.h revision 1.1
1/*	$NetBSD: tetris.h,v 1.2 1995/04/22 07:42:48 cgd Exp $	*/
2
3/*-
4 * Copyright (c) 1992, 1993
5 *	The Regents of the University of California.  All rights reserved.
6 *
7 * This code is derived from software contributed to Berkeley by
8 * Chris Torek and Darren F. Provine.
9 *
10 * Redistribution and use in source and binary forms, with or without
11 * modification, are permitted provided that the following conditions
12 * are met:
13 * 1. Redistributions of source code must retain the above copyright
14 *    notice, this list of conditions and the following disclaimer.
15 * 2. Redistributions in binary form must reproduce the above copyright
16 *    notice, this list of conditions and the following disclaimer in the
17 *    documentation and/or other materials provided with the distribution.
18 * 3. All advertising materials mentioning features or use of this software
19 *    must display the following acknowledgement:
20 *	This product includes software developed by the University of
21 *	California, Berkeley and its contributors.
22 * 4. Neither the name of the University nor the names of its contributors
23 *    may be used to endorse or promote products derived from this software
24 *    without specific prior written permission.
25 *
26 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
27 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
28 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
29 * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
30 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
31 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
32 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
33 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
34 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
35 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
36 * SUCH DAMAGE.
37 *
38 *	@(#)tetris.h	8.1 (Berkeley) 5/31/93
39 */
40
41/*
42 * Definitions for Tetris.
43 */
44
45/*
46 * The display (`board') is composed of 23 rows of 12 columns of characters
47 * (numbered 0..22 and 0..11), stored in a single array for convenience.
48 * Columns 1 to 10 of rows 1 to 20 are the actual playing area, where
49 * shapes appear.  Columns 0 and 11 are always occupied, as are all
50 * columns of rows 21 and 22.  Rows 0 and 22 exist as boundary areas
51 * so that regions `outside' the visible area can be examined without
52 * worrying about addressing problems.
53 */
54
55	/* the board */
56#define	B_COLS	12
57#define	B_ROWS	23
58#define	B_SIZE	(B_ROWS * B_COLS)
59
60typedef unsigned char cell;
61cell	board[B_SIZE];		/* 1 => occupied, 0 => empty */
62
63	/* the displayed area (rows) */
64#define	D_FIRST	1
65#define	D_LAST	22
66
67	/* the active area (rows) */
68#define	A_FIRST	1
69#define	A_LAST	21
70
71/*
72 * Minimum display size.
73 */
74#define	MINROWS	23
75#define	MINCOLS	40
76
77int	Rows, Cols;		/* current screen size */
78
79/*
80 * Translations from board coordinates to display coordinates.
81 * As with board coordinates, display coordiates are zero origin.
82 */
83#define	RTOD(x)	((x) - 1)
84#define	CTOD(x)	((x) * 2 + (((Cols - 2 * B_COLS) >> 1) - 1))
85
86/*
87 * A `shape' is the fundamental thing that makes up the game.  There
88 * are 7 basic shapes, each consisting of four `blots':
89 *
90 *	X.X	  X.X		X.X
91 *	  X.X	X.X	X.X.X	X.X	X.X.X	X.X.X	X.X.X.X
92 *			  X		X	    X
93 *
94 *	  0	  1	  2	  3	  4	  5	  6
95 *
96 * Except for 3 and 6, the center of each shape is one of the blots.
97 * This blot is designated (0,0).  The other three blots can then be
98 * described as offsets from the center.  Shape 3 is the same under
99 * rotation, so its center is effectively irrelevant; it has been chosen
100 * so that it `sticks out' upward and leftward.  Except for shape 6,
101 * all the blots are contained in a box going from (-1,-1) to (+1,+1);
102 * shape 6's center `wobbles' as it rotates, so that while it `sticks out'
103 * rightward, its rotation---a vertical line---`sticks out' downward.
104 * The containment box has to include the offset (2,0), making the overall
105 * containment box range from offset (-1,-1) to (+2,+1).  (This is why
106 * there is only one row above, but two rows below, the display area.)
107 *
108 * The game works by choosing one of these shapes at random and putting
109 * its center at the middle of the first display row (row 1, column 5).
110 * The shape is moved steadily downward until it collides with something:
111 * either  another shape, or the bottom of the board.  When the shape can
112 * no longer be moved downwards, it is merged into the current board.
113 * At this time, any completely filled rows are elided, and blots above
114 * these rows move down to make more room.  A new random shape is again
115 * introduced at the top of the board, and the whole process repeats.
116 * The game ends when the new shape will not fit at (1,5).
117 *
118 * While the shapes are falling, the user can rotate them counterclockwise
119 * 90 degrees (in addition to moving them left or right), provided that the
120 * rotation puts the blots in empty spaces.  The table of shapes is set up
121 * so that each shape contains the index of the new shape obtained by
122 * rotating the current shape.  Due to symmetry, each shape has exactly
123 * 1, 2, or 4 rotations total; the first 7 entries in the table represent
124 * the primary shapes, and the remaining 12 represent their various
125 * rotated forms.
126 */
127struct shape {
128	int	rot;	/* index of rotated version of this shape */
129	int	off[3];	/* offsets to other blots if center is at (0,0) */
130};
131
132extern struct shape shapes[];
133#define	randshape() (&shapes[random() % 7])
134
135/*
136 * Shapes fall at a rate faster than once per second.
137 *
138 * The initial rate is determined by dividing 1 million microseconds
139 * by the game `level'.  (This is at most 1 million, or one second.)
140 * Each time the fall-rate is used, it is decreased a little bit,
141 * depending on its current value, via the `faster' macro below.
142 * The value eventually reaches a limit, and things stop going faster,
143 * but by then the game is utterly impossible.
144 */
145long	fallrate;		/* less than 1 million; smaller => faster */
146#define	faster() (fallrate -= fallrate / 3000)
147
148/*
149 * Game level must be between 1 and 9.  This controls the initial fall rate
150 * and affects scoring.
151 */
152#define	MINLEVEL	1
153#define	MAXLEVEL	9
154
155/*
156 * Scoring is as follows:
157 *
158 * When the shape comes to rest, and is integrated into the board,
159 * we score one point.  If the shape is high up (at a low-numbered row),
160 * and the user hits the space bar, the shape plummets all the way down,
161 * and we score a point for each row it falls (plus one more as soon as
162 * we find that it is at rest and integrate it---until then, it can
163 * still be moved or rotated).
164 */
165int	score;			/* the obvious thing */
166
167char	key_msg[100];
168
169int	fits_in __P((struct shape *, int));
170void	place __P((struct shape *, int, int));
171void	stop __P((char *));
172