Index: uspace/dist/src/c/demos/tetris/tetris.h
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--- uspace/dist/src/c/demos/tetris/tetris.h	(revision 35080007b5e2ea5f69df99d4c2e943ea09b801fb)
+++ uspace/dist/src/c/demos/tetris/tetris.h	(revision 35080007b5e2ea5f69df99d4c2e943ea09b801fb)
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+/*
+ * Copyright (c) 2011 Martin Decky
+ * All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ *
+ * - Redistributions of source code must retain the above copyright
+ *   notice, this list of conditions and the following disclaimer.
+ * - 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.
+ * - The name of the author may not be used to endorse or promote products
+ *   derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``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 AUTHOR 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.
+ */
+
+/** Attributations
+ *
+ * tetris.h 8.1 (Berkeley) 5/31/93
+ * NetBSD: tetris.h,v 1.2 1995/04/22 07:42:48 cgd
+ * OpenBSD: tetris.h,v 1.9 2003/06/03 03:01:41 millert
+ *
+ * Based upon BSD Tetris
+ *
+ * Copyright (c) 1992, 1993
+ *      The Regents of the University of California.
+ *      Distributed under BSD license.
+ *
+ * This code is derived from software contributed to Berkeley by
+ * Chris Torek and Darren F. Provine.
+ *
+ */
+
+/** @addtogroup tetris
+ * @{
+ */
+/** @file
+ */
+
+/*
+ * 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 uint32_t cell;
+
+extern 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
+
+/* Current screen size */
+extern int Rows;
+extern int Cols;
+
+/*
+ * 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 rotc;    /* -- " -- in classic version  */
+	int off[3];  /* offsets to other blots if center is at (0,0) */
+	uint32_t color;
+};
+
+extern const struct shape shapes[];
+
+extern const struct shape *curshape;
+extern const 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.
+ */
+extern 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
+
+extern int score;  /* The obvious thing */
+
+extern char key_msg[100];
+extern int showpreview;
+extern int classic;
+
+extern int fits_in(const struct shape *, int);
+extern void place(const struct shape *, int, int);
+extern void stop(const char *);
+
+/** @}
+ */
