tetris.h revision 1.3
1/*	$OpenBSD: tetris.h,v 1.3 1998/09/24 06:45:08 pjanzen 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. All advertising materials mentioning features or use of this software
20 *    must display the following acknowledgement:
21 *	This product includes software developed by the University of
22 *	California, Berkeley and its contributors.
23 * 4. Neither the name of the University nor the names of its contributors
24 *    may be used to endorse or promote products derived from this software
25 *    without specific prior written permission.
26 *
27 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
28 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
29 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
30 * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
31 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
32 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
33 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
34 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
35 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
36 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
37 * SUCH DAMAGE.
38 *
39 *	@(#)tetris.h	8.1 (Berkeley) 5/31/93
40 */
41
42/*
43 * Definitions for Tetris.
44 */
45
46/*
47 * The display (`board') is composed of 23 rows of 12 columns of characters
48 * (numbered 0..22 and 0..11), stored in a single array for convenience.
49 * Columns 1 to 10 of rows 1 to 20 are the actual playing area, where
50 * shapes appear.  Columns 0 and 11 are always occupied, as are all
51 * columns of rows 21 and 22.  Rows 0 and 22 exist as boundary areas
52 * so that regions `outside' the visible area can be examined without
53 * worrying about addressing problems.
54 */
55
56	/* the board */
57#define	B_COLS	12
58#define	B_ROWS	23
59#define	B_SIZE	(B_ROWS * B_COLS)
60
61typedef unsigned char cell;
62cell	board[B_SIZE];		/* 1 => occupied, 0 => empty */
63
64	/* the displayed area (rows) */
65#define	D_FIRST	1
66#define	D_LAST	22
67
68	/* the active area (rows) */
69#define	A_FIRST	1
70#define	A_LAST	21
71
72/*
73 * Minimum display size.
74 */
75#define	MINROWS	23
76#define	MINCOLS	40
77
78int	Rows, Cols;		/* current screen size */
79
80/*
81 * Translations from board coordinates to display coordinates.
82 * As with board coordinates, display coordiates are zero origin.
83 */
84#define	RTOD(x)	((x) - 1)
85#define	CTOD(x)	((x) * 2 + (((Cols - 2 * B_COLS) >> 1) - 1))
86
87/*
88 * A `shape' is the fundamental thing that makes up the game.  There
89 * are 7 basic shapes, each consisting of four `blots':
90 *
91 *	X.X	  X.X		X.X
92 *	  X.X	X.X	X.X.X	X.X	X.X.X	X.X.X	X.X.X.X
93 *			  X		X	    X
94 *
95 *	  0	  1	  2	  3	  4	  5	  6
96 *
97 * Except for 3 and 6, the center of each shape is one of the blots.
98 * This blot is designated (0,0).  The other three blots can then be
99 * described as offsets from the center.  Shape 3 is the same under
100 * rotation, so its center is effectively irrelevant; it has been chosen
101 * so that it `sticks out' upward and leftward.  Except for shape 6,
102 * all the blots are contained in a box going from (-1,-1) to (+1,+1);
103 * shape 6's center `wobbles' as it rotates, so that while it `sticks out'
104 * rightward, its rotation---a vertical line---`sticks out' downward.
105 * The containment box has to include the offset (2,0), making the overall
106 * containment box range from offset (-1,-1) to (+2,+1).  (This is why
107 * there is only one row above, but two rows below, the display area.)
108 *
109 * The game works by choosing one of these shapes at random and putting
110 * its center at the middle of the first display row (row 1, column 5).
111 * The shape is moved steadily downward until it collides with something:
112 * either  another shape, or the bottom of the board.  When the shape can
113 * no longer be moved downwards, it is merged into the current board.
114 * At this time, any completely filled rows are elided, and blots above
115 * these rows move down to make more room.  A new random shape is again
116 * introduced at the top of the board, and the whole process repeats.
117 * The game ends when the new shape will not fit at (1,5).
118 *
119 * While the shapes are falling, the user can rotate them counterclockwise
120 * 90 degrees (in addition to moving them left or right), provided that the
121 * rotation puts the blots in empty spaces.  The table of shapes is set up
122 * so that each shape contains the index of the new shape obtained by
123 * rotating the current shape.  Due to symmetry, each shape has exactly
124 * 1, 2, or 4 rotations total; the first 7 entries in the table represent
125 * the primary shapes, and the remaining 12 represent their various
126 * rotated forms.
127 */
128struct shape {
129	int	rot;	/* index of rotated version of this shape */
130	int	off[3];	/* offsets to other blots if center is at (0,0) */
131};
132
133extern struct shape shapes[];
134#define	randshape() (&shapes[random() % 7])
135
136/*
137 * Shapes fall at a rate faster than once per second.
138 *
139 * The initial rate is determined by dividing 1 million microseconds
140 * by the game `level'.  (This is at most 1 million, or one second.)
141 * Each time the fall-rate is used, it is decreased a little bit,
142 * depending on its current value, via the `faster' macro below.
143 * The value eventually reaches a limit, and things stop going faster,
144 * but by then the game is utterly impossible.
145 */
146long	fallrate;		/* less than 1 million; smaller => faster */
147#define	faster() (fallrate -= fallrate / 3000)
148
149/*
150 * Game level must be between 1 and 9.  This controls the initial fall rate
151 * and affects scoring.
152 */
153#define	MINLEVEL	1
154#define	MAXLEVEL	9
155
156/*
157 * Scoring is as follows:
158 *
159 * When the shape comes to rest, and is integrated into the board,
160 * we score one point.  If the shape is high up (at a low-numbered row),
161 * and the user hits the space bar, the shape plummets all the way down,
162 * and we score a point for each row it falls (plus one more as soon as
163 * we find that it is at rest and integrate it---until then, it can
164 * still be moved or rotated).
165 */
166int	score;			/* the obvious thing */
167gid_t	gid, egid;
168
169char	key_msg[100];
170
171int	fits_in __P((struct shape *, int));
172void	place __P((struct shape *, int, int));
173void	stop __P((char *));
174