[e9a3c52] | 1 | /* $OpenBSD: tetris.h,v 1.9 2003/06/03 03:01:41 millert Exp $ */
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| 2 | /* $NetBSD: tetris.h,v 1.2 1995/04/22 07:42:48 cgd Exp $ */
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| 3 |
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| 4 | /*-
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| 5 | * Copyright (c) 1992, 1993
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| 6 | * The Regents of the University of California. All rights reserved.
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| 7 | *
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| 8 | * This code is derived from software contributed to Berkeley by
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| 9 | * Chris Torek and Darren F. Provine.
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| 10 | *
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| 11 | * Redistribution and use in source and binary forms, with or without
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| 12 | * modification, are permitted provided that the following conditions
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| 13 | * are met:
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| 14 | * 1. Redistributions of source code must retain the above copyright
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| 15 | * notice, this list of conditions and the following disclaimer.
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| 16 | * 2. Redistributions in binary form must reproduce the above copyright
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| 17 | * notice, this list of conditions and the following disclaimer in the
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| 18 | * documentation and/or other materials provided with the distribution.
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| 19 | * 3. Neither the name of the University nor the names of its contributors
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| 20 | * may be used to endorse or promote products derived from this software
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| 21 | * without specific prior written permission.
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| 22 | *
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| 23 | * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
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| 24 | * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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| 25 | * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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| 26 | * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
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| 27 | * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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| 28 | * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
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| 29 | * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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| 30 | * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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| 31 | * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
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| 32 | * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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| 33 | * SUCH DAMAGE.
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| 34 | *
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| 35 | * @(#)tetris.h 8.1 (Berkeley) 5/31/93
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| 36 | */
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| 37 |
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| 38 | /*
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| 39 | * Definitions for Tetris.
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| 40 | */
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| 41 |
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| 42 | /*
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| 43 | * The display (`board') is composed of 23 rows of 12 columns of characters
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| 44 | * (numbered 0..22 and 0..11), stored in a single array for convenience.
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| 45 | * Columns 1 to 10 of rows 1 to 20 are the actual playing area, where
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| 46 | * shapes appear. Columns 0 and 11 are always occupied, as are all
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| 47 | * columns of rows 21 and 22. Rows 0 and 22 exist as boundary areas
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| 48 | * so that regions `outside' the visible area can be examined without
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| 49 | * worrying about addressing problems.
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| 50 | */
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| 51 |
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| 52 | /* the board */
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| 53 | #define B_COLS 12
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| 54 | #define B_ROWS 23
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| 55 | #define B_SIZE (B_ROWS * B_COLS)
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| 56 |
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| 57 | typedef unsigned char cell;
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| 58 | extern cell board[B_SIZE]; /* 1 => occupied, 0 => empty */
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| 59 |
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| 60 | /* the displayed area (rows) */
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| 61 | #define D_FIRST 1
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| 62 | #define D_LAST 22
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| 63 |
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| 64 | /* the active area (rows) */
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| 65 | #define A_FIRST 1
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| 66 | #define A_LAST 21
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| 67 |
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| 68 | /*
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| 69 | * Minimum display size.
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| 70 | */
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| 71 | #define MINROWS 23
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| 72 | #define MINCOLS 40
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| 73 |
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| 74 | extern int Rows, Cols; /* current screen size */
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| 75 |
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| 76 | /*
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| 77 | * Translations from board coordinates to display coordinates.
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| 78 | * As with board coordinates, display coordiates are zero origin.
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| 79 | */
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| 80 | #define RTOD(x) ((x) - 1)
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| 81 | #define CTOD(x) ((x) * 2 + (((Cols - 2 * B_COLS) >> 1) - 1))
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| 82 |
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| 83 | /*
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| 84 | * A `shape' is the fundamental thing that makes up the game. There
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| 85 | * are 7 basic shapes, each consisting of four `blots':
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| 86 | *
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| 87 | * X.X X.X X.X
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| 88 | * X.X X.X X.X.X X.X X.X.X X.X.X X.X.X.X
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| 89 | * X X X
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| 90 | *
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| 91 | * 0 1 2 3 4 5 6
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| 92 | *
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| 93 | * Except for 3 and 6, the center of each shape is one of the blots.
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| 94 | * This blot is designated (0,0). The other three blots can then be
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| 95 | * described as offsets from the center. Shape 3 is the same under
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| 96 | * rotation, so its center is effectively irrelevant; it has been chosen
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| 97 | * so that it `sticks out' upward and leftward. Except for shape 6,
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| 98 | * all the blots are contained in a box going from (-1,-1) to (+1,+1);
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| 99 | * shape 6's center `wobbles' as it rotates, so that while it `sticks out'
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| 100 | * rightward, its rotation---a vertical line---`sticks out' downward.
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| 101 | * The containment box has to include the offset (2,0), making the overall
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| 102 | * containment box range from offset (-1,-1) to (+2,+1). (This is why
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| 103 | * there is only one row above, but two rows below, the display area.)
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| 104 | *
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| 105 | * The game works by choosing one of these shapes at random and putting
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| 106 | * its center at the middle of the first display row (row 1, column 5).
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| 107 | * The shape is moved steadily downward until it collides with something:
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| 108 | * either another shape, or the bottom of the board. When the shape can
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| 109 | * no longer be moved downwards, it is merged into the current board.
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| 110 | * At this time, any completely filled rows are elided, and blots above
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| 111 | * these rows move down to make more room. A new random shape is again
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| 112 | * introduced at the top of the board, and the whole process repeats.
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| 113 | * The game ends when the new shape will not fit at (1,5).
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| 114 | *
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| 115 | * While the shapes are falling, the user can rotate them counterclockwise
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| 116 | * 90 degrees (in addition to moving them left or right), provided that the
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| 117 | * rotation puts the blots in empty spaces. The table of shapes is set up
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| 118 | * so that each shape contains the index of the new shape obtained by
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| 119 | * rotating the current shape. Due to symmetry, each shape has exactly
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| 120 | * 1, 2, or 4 rotations total; the first 7 entries in the table represent
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| 121 | * the primary shapes, and the remaining 12 represent their various
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| 122 | * rotated forms.
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| 123 | */
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| 124 | struct shape {
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| 125 | int rot; /* index of rotated version of this shape */
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| 126 | int rotc; /* -- " -- in classic version */
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| 127 | int off[3]; /* offsets to other blots if center is at (0,0) */
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| 128 | };
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| 129 |
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| 130 | extern const struct shape shapes[];
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| 131 |
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| 132 | extern const struct shape *curshape;
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| 133 | extern const struct shape *nextshape;
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| 134 |
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| 135 | /*
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| 136 | * Shapes fall at a rate faster than once per second.
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| 137 | *
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| 138 | * The initial rate is determined by dividing 1 million microseconds
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| 139 | * by the game `level'. (This is at most 1 million, or one second.)
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| 140 | * Each time the fall-rate is used, it is decreased a little bit,
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| 141 | * depending on its current value, via the `faster' macro below.
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| 142 | * The value eventually reaches a limit, and things stop going faster,
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| 143 | * but by then the game is utterly impossible.
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| 144 | */
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| 145 | extern long fallrate; /* less than 1 million; smaller => faster */
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| 146 | #define faster() (fallrate -= fallrate / 3000)
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| 147 |
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| 148 | /*
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| 149 | * Game level must be between 1 and 9. This controls the initial fall rate
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| 150 | * and affects scoring.
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| 151 | */
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| 152 | #define MINLEVEL 1
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| 153 | #define MAXLEVEL 9
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| 154 |
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| 155 | /*
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| 156 | * Scoring is as follows:
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| 157 | *
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| 158 | * When the shape comes to rest, and is integrated into the board,
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| 159 | * we score one point. If the shape is high up (at a low-numbered row),
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| 160 | * and the user hits the space bar, the shape plummets all the way down,
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| 161 | * and we score a point for each row it falls (plus one more as soon as
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| 162 | * we find that it is at rest and integrate it---until then, it can
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| 163 | * still be moved or rotated).
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| 164 | *
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| 165 | * If previewing has been turned on, the score is multiplied by PRE_PENALTY.
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| 166 | */
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| 167 | #define PRE_PENALTY 0.75
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| 168 |
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| 169 | extern int score; /* the obvious thing */
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[f25b73d6] | 170 | //extern gid_t gid, egid;
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[e9a3c52] | 171 |
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| 172 | extern char key_msg[100];
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| 173 | extern int showpreview;
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| 174 | extern int classic;
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| 175 |
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| 176 | int fits_in(const struct shape *, int);
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| 177 | void place(const struct shape *, int, int);
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| 178 | void stop(char *);
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