tetris.h revision 1.10
1/*	$OpenBSD: tetris.h,v 1.10 2008/08/10 12:23:25 krw 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/*
39 * Definitions for Tetris.
40 */
41
42/*
43 * The display (`board') is composed of 23 rows of 12 columns of characters
44 * (numbered 0..22 and 0..11), stored in a single array for convenience.
45 * Columns 1 to 10 of rows 1 to 20 are the actual playing area, where
46 * shapes appear.  Columns 0 and 11 are always occupied, as are all
47 * columns of rows 21 and 22.  Rows 0 and 22 exist as boundary areas
48 * so that regions `outside' the visible area can be examined without
49 * worrying about addressing problems.
50 */
51
52	/* the board */
53#define	B_COLS	12
54#define	B_ROWS	23
55#define	B_SIZE	(B_ROWS * B_COLS)
56
57typedef unsigned char cell;
58extern cell	board[B_SIZE];	/* 1 => occupied, 0 => empty */
59
60	/* the displayed area (rows) */
61#define	D_FIRST	1
62#define	D_LAST	22
63
64	/* the active area (rows) */
65#define	A_FIRST	1
66#define	A_LAST	21
67
68/*
69 * Minimum display size.
70 */
71#define	MINROWS	23
72#define	MINCOLS	40
73
74extern int	Rows, Cols;	/* current screen size */
75
76/*
77 * Translations from board coordinates to display coordinates.
78 * As with board coordinates, display coordinates are zero origin.
79 */
80#define	RTOD(x)	((x) - 1)
81#define	CTOD(x)	((x) * 2 + (((Cols - 2 * B_COLS) >> 1) - 1))
82
83/*
84 * A `shape' is the fundamental thing that makes up the game.  There
85 * are 7 basic shapes, each consisting of four `blots':
86 *
87 *	X.X	  X.X		X.X
88 *	  X.X	X.X	X.X.X	X.X	X.X.X	X.X.X	X.X.X.X
89 *			  X		X	    X
90 *
91 *	  0	  1	  2	  3	  4	  5	  6
92 *
93 * Except for 3 and 6, the center of each shape is one of the blots.
94 * This blot is designated (0,0).  The other three blots can then be
95 * described as offsets from the center.  Shape 3 is the same under
96 * rotation, so its center is effectively irrelevant; it has been chosen
97 * so that it `sticks out' upward and leftward.  Except for shape 6,
98 * all the blots are contained in a box going from (-1,-1) to (+1,+1);
99 * shape 6's center `wobbles' as it rotates, so that while it `sticks out'
100 * rightward, its rotation---a vertical line---`sticks out' downward.
101 * The containment box has to include the offset (2,0), making the overall
102 * containment box range from offset (-1,-1) to (+2,+1).  (This is why
103 * there is only one row above, but two rows below, the display area.)
104 *
105 * The game works by choosing one of these shapes at random and putting
106 * its center at the middle of the first display row (row 1, column 5).
107 * The shape is moved steadily downward until it collides with something:
108 * either  another shape, or the bottom of the board.  When the shape can
109 * no longer be moved downwards, it is merged into the current board.
110 * At this time, any completely filled rows are elided, and blots above
111 * these rows move down to make more room.  A new random shape is again
112 * introduced at the top of the board, and the whole process repeats.
113 * The game ends when the new shape will not fit at (1,5).
114 *
115 * While the shapes are falling, the user can rotate them counterclockwise
116 * 90 degrees (in addition to moving them left or right), provided that the
117 * rotation puts the blots in empty spaces.  The table of shapes is set up
118 * so that each shape contains the index of the new shape obtained by
119 * rotating the current shape.  Due to symmetry, each shape has exactly
120 * 1, 2, or 4 rotations total; the first 7 entries in the table represent
121 * the primary shapes, and the remaining 12 represent their various
122 * rotated forms.
123 */
124struct shape {
125	int	rot;	/* index of rotated version of this shape */
126	int	rotc;	/* -- " -- in classic version  */
127	int	off[3];	/* offsets to other blots if center is at (0,0) */
128};
129
130extern const struct shape shapes[];
131
132extern const struct shape *curshape;
133extern const struct shape *nextshape;
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 */
145extern long	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 *
165 * If previewing has been turned on, the score is multiplied by PRE_PENALTY.
166 */
167#define PRE_PENALTY 0.75
168
169extern int	score;		/* the obvious thing */
170extern gid_t	gid, egid;
171
172extern char	key_msg[100];
173extern int	showpreview;
174extern int	classic;
175
176int	fits_in(const struct shape *, int);
177void	place(const struct shape *, int, int);
178void	stop(char *);
179