source: mainline/uspace/app/tetris/tetris.h@ 86018c1

lfn serial ticket/834-toolchain-update topic/msim-upgrade topic/simplify-dev-export
Last change on this file since 86018c1 was ebe70f1, checked in by Martin Decky <martin@…>, 16 years ago

slightly cleanup the horrible mess of tetris
introduce colors

  • Property mode set to 100644
File size: 7.1 KB
RevLine 
[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]63typedef uint32_t cell;
[e9a3c52]64
[ebe70f1]65extern 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 */
82extern int Rows;
83extern 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 */
133struct 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
140extern const struct shape shapes[];
141
142extern const struct shape *curshape;
143extern 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]155extern 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]180extern int score; /* The obvious thing */
[e9a3c52]181
[ebe70f1]182extern char key_msg[100];
183extern int showpreview;
184extern int classic;
[e9a3c52]185
[ebe70f1]186extern int fits_in(const struct shape *, int);
187extern void place(const struct shape *, int, int);
188extern void stop(char *);
[b2951e2]189
190/** @}
191 */
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