[e9a3c52] | 1 | /* $OpenBSD: tetris.h,v 1.9 2003/06/03 03:01:41 millert 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 |
|
---|
[b2951e2] | 38 | /** @addtogroup tetris
|
---|
[ebe70f1] | 39 | * @{
|
---|
[b2951e2] | 40 | */
|
---|
| 41 | /** @file
|
---|
| 42 | */
|
---|
| 43 |
|
---|
[e9a3c52] | 44 | /*
|
---|
| 45 | * Definitions for Tetris.
|
---|
| 46 | */
|
---|
| 47 |
|
---|
| 48 | /*
|
---|
| 49 | * The display (`board') is composed of 23 rows of 12 columns of characters
|
---|
| 50 | * (numbered 0..22 and 0..11), stored in a single array for convenience.
|
---|
| 51 | * Columns 1 to 10 of rows 1 to 20 are the actual playing area, where
|
---|
| 52 | * shapes appear. Columns 0 and 11 are always occupied, as are all
|
---|
| 53 | * columns of rows 21 and 22. Rows 0 and 22 exist as boundary areas
|
---|
| 54 | * so that regions `outside' the visible area can be examined without
|
---|
| 55 | * worrying about addressing problems.
|
---|
| 56 | */
|
---|
| 57 |
|
---|
[ebe70f1] | 58 | /* The board */
|
---|
| 59 | #define B_COLS 12
|
---|
| 60 | #define B_ROWS 23
|
---|
| 61 | #define B_SIZE (B_ROWS * B_COLS)
|
---|
[e9a3c52] | 62 |
|
---|
[ebe70f1] | 63 | typedef uint32_t cell;
|
---|
[e9a3c52] | 64 |
|
---|
[ebe70f1] | 65 | extern cell board[B_SIZE]; /* 1 => occupied, 0 => empty */
|
---|
[e9a3c52] | 66 |
|
---|
[ebe70f1] | 67 | /* The displayed area (rows) */
|
---|
| 68 | #define D_FIRST 1
|
---|
| 69 | #define D_LAST 22
|
---|
| 70 |
|
---|
| 71 | /* The active area (rows) */
|
---|
| 72 | #define A_FIRST 1
|
---|
| 73 | #define A_LAST 21
|
---|
[e9a3c52] | 74 |
|
---|
| 75 | /*
|
---|
| 76 | * Minimum display size.
|
---|
| 77 | */
|
---|
[ebe70f1] | 78 | #define MINROWS 23
|
---|
| 79 | #define MINCOLS 40
|
---|
[e9a3c52] | 80 |
|
---|
[ebe70f1] | 81 | /* Current screen size */
|
---|
| 82 | extern int Rows;
|
---|
| 83 | extern int Cols;
|
---|
[e9a3c52] | 84 |
|
---|
| 85 | /*
|
---|
| 86 | * Translations from board coordinates to display coordinates.
|
---|
| 87 | * As with board coordinates, display coordiates are zero origin.
|
---|
| 88 | */
|
---|
[ebe70f1] | 89 | #define RTOD(x) ((x) - 1)
|
---|
| 90 | #define CTOD(x) ((x) * 2 + (((Cols - 2 * B_COLS) >> 1) - 1))
|
---|
[e9a3c52] | 91 |
|
---|
| 92 | /*
|
---|
| 93 | * A `shape' is the fundamental thing that makes up the game. There
|
---|
| 94 | * are 7 basic shapes, each consisting of four `blots':
|
---|
| 95 | *
|
---|
[ebe70f1] | 96 | * X.X X.X X.X
|
---|
| 97 | * X.X X.X X.X.X X.X X.X.X X.X.X X.X.X.X
|
---|
| 98 | * X X X
|
---|
[e9a3c52] | 99 | *
|
---|
[ebe70f1] | 100 | * 0 1 2 3 4 5 6
|
---|
[e9a3c52] | 101 | *
|
---|
| 102 | * Except for 3 and 6, the center of each shape is one of the blots.
|
---|
[ebe70f1] | 103 | * This blot is designated (0, 0). The other three blots can then be
|
---|
[e9a3c52] | 104 | * described as offsets from the center. Shape 3 is the same under
|
---|
| 105 | * rotation, so its center is effectively irrelevant; it has been chosen
|
---|
| 106 | * so that it `sticks out' upward and leftward. Except for shape 6,
|
---|
[ebe70f1] | 107 | * all the blots are contained in a box going from (-1, -1) to (+1, +1);
|
---|
[e9a3c52] | 108 | * shape 6's center `wobbles' as it rotates, so that while it `sticks out'
|
---|
| 109 | * rightward, its rotation---a vertical line---`sticks out' downward.
|
---|
[ebe70f1] | 110 | * The containment box has to include the offset (2, 0), making the overall
|
---|
| 111 | * containment box range from offset (-1, -1) to (+2, +1). (This is why
|
---|
[e9a3c52] | 112 | * there is only one row above, but two rows below, the display area.)
|
---|
| 113 | *
|
---|
| 114 | * The game works by choosing one of these shapes at random and putting
|
---|
| 115 | * its center at the middle of the first display row (row 1, column 5).
|
---|
| 116 | * The shape is moved steadily downward until it collides with something:
|
---|
| 117 | * either another shape, or the bottom of the board. When the shape can
|
---|
| 118 | * no longer be moved downwards, it is merged into the current board.
|
---|
| 119 | * At this time, any completely filled rows are elided, and blots above
|
---|
| 120 | * these rows move down to make more room. A new random shape is again
|
---|
| 121 | * introduced at the top of the board, and the whole process repeats.
|
---|
[ebe70f1] | 122 | * The game ends when the new shape will not fit at (1, 5).
|
---|
[e9a3c52] | 123 | *
|
---|
| 124 | * While the shapes are falling, the user can rotate them counterclockwise
|
---|
| 125 | * 90 degrees (in addition to moving them left or right), provided that the
|
---|
| 126 | * rotation puts the blots in empty spaces. The table of shapes is set up
|
---|
| 127 | * so that each shape contains the index of the new shape obtained by
|
---|
| 128 | * rotating the current shape. Due to symmetry, each shape has exactly
|
---|
| 129 | * 1, 2, or 4 rotations total; the first 7 entries in the table represent
|
---|
| 130 | * the primary shapes, and the remaining 12 represent their various
|
---|
| 131 | * rotated forms.
|
---|
| 132 | */
|
---|
| 133 | struct shape {
|
---|
[ebe70f1] | 134 | int rot; /* index of rotated version of this shape */
|
---|
| 135 | int rotc; /* -- " -- in classic version */
|
---|
| 136 | int off[3]; /* offsets to other blots if center is at (0,0) */
|
---|
| 137 | uint32_t color;
|
---|
[e9a3c52] | 138 | };
|
---|
| 139 |
|
---|
| 140 | extern const struct shape shapes[];
|
---|
| 141 |
|
---|
| 142 | extern const struct shape *curshape;
|
---|
| 143 | extern const struct shape *nextshape;
|
---|
| 144 |
|
---|
| 145 | /*
|
---|
| 146 | * Shapes fall at a rate faster than once per second.
|
---|
| 147 | *
|
---|
| 148 | * The initial rate is determined by dividing 1 million microseconds
|
---|
| 149 | * by the game `level'. (This is at most 1 million, or one second.)
|
---|
| 150 | * Each time the fall-rate is used, it is decreased a little bit,
|
---|
| 151 | * depending on its current value, via the `faster' macro below.
|
---|
| 152 | * The value eventually reaches a limit, and things stop going faster,
|
---|
| 153 | * but by then the game is utterly impossible.
|
---|
| 154 | */
|
---|
[ebe70f1] | 155 | extern long fallrate; /* less than 1 million; smaller => faster */
|
---|
| 156 |
|
---|
| 157 | #define faster() (fallrate -= fallrate / 3000)
|
---|
[e9a3c52] | 158 |
|
---|
| 159 | /*
|
---|
| 160 | * Game level must be between 1 and 9. This controls the initial fall rate
|
---|
| 161 | * and affects scoring.
|
---|
| 162 | */
|
---|
[ebe70f1] | 163 | #define MINLEVEL 1
|
---|
| 164 | #define MAXLEVEL 9
|
---|
[e9a3c52] | 165 |
|
---|
| 166 | /*
|
---|
| 167 | * Scoring is as follows:
|
---|
| 168 | *
|
---|
| 169 | * When the shape comes to rest, and is integrated into the board,
|
---|
| 170 | * we score one point. If the shape is high up (at a low-numbered row),
|
---|
| 171 | * and the user hits the space bar, the shape plummets all the way down,
|
---|
| 172 | * and we score a point for each row it falls (plus one more as soon as
|
---|
| 173 | * we find that it is at rest and integrate it---until then, it can
|
---|
| 174 | * still be moved or rotated).
|
---|
| 175 | *
|
---|
| 176 | * If previewing has been turned on, the score is multiplied by PRE_PENALTY.
|
---|
| 177 | */
|
---|
[ebe70f1] | 178 | #define PRE_PENALTY 0.75
|
---|
[e9a3c52] | 179 |
|
---|
[ebe70f1] | 180 | extern int score; /* The obvious thing */
|
---|
[e9a3c52] | 181 |
|
---|
[ebe70f1] | 182 | extern char key_msg[100];
|
---|
| 183 | extern int showpreview;
|
---|
| 184 | extern int classic;
|
---|
[e9a3c52] | 185 |
|
---|
[ebe70f1] | 186 | extern int fits_in(const struct shape *, int);
|
---|
| 187 | extern void place(const struct shape *, int, int);
|
---|
| 188 | extern void stop(char *);
|
---|
[b2951e2] | 189 |
|
---|
| 190 | /** @}
|
---|
| 191 | */
|
---|