source: mainline/uspace/tetris/tetris.h@ d7baee6

lfn serial ticket/834-toolchain-update topic/msim-upgrade topic/simplify-dev-export
Last change on this file since d7baee6 was 0166e99, checked in by jermar <jermar@…>, 17 years ago

Merge the uspace branch.

  • Property mode set to 100644
File size: 6.9 KB
Line 
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
38/** @addtogroup tetris
39 * @{
40 */
41/** @file
42 */
43
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
58 /* the board */
59#define B_COLS 12
60#define B_ROWS 23
61#define B_SIZE (B_ROWS * B_COLS)
62
63typedef unsigned char cell;
64extern cell board[B_SIZE]; /* 1 => occupied, 0 => empty */
65
66 /* the displayed area (rows) */
67#define D_FIRST 1
68#define D_LAST 22
69
70 /* the active area (rows) */
71#define A_FIRST 1
72#define A_LAST 21
73
74/*
75 * Minimum display size.
76 */
77#define MINROWS 23
78#define MINCOLS 40
79
80extern int Rows, Cols; /* current screen size */
81
82/*
83 * Translations from board coordinates to display coordinates.
84 * As with board coordinates, display coordiates are zero origin.
85 */
86#define RTOD(x) ((x) - 1)
87#define CTOD(x) ((x) * 2 + (((Cols - 2 * B_COLS) >> 1) - 1))
88
89/*
90 * A `shape' is the fundamental thing that makes up the game. There
91 * are 7 basic shapes, each consisting of four `blots':
92 *
93 * X.X X.X X.X
94 * X.X X.X X.X.X X.X X.X.X X.X.X X.X.X.X
95 * X X X
96 *
97 * 0 1 2 3 4 5 6
98 *
99 * Except for 3 and 6, the center of each shape is one of the blots.
100 * This blot is designated (0,0). The other three blots can then be
101 * described as offsets from the center. Shape 3 is the same under
102 * rotation, so its center is effectively irrelevant; it has been chosen
103 * so that it `sticks out' upward and leftward. Except for shape 6,
104 * all the blots are contained in a box going from (-1,-1) to (+1,+1);
105 * shape 6's center `wobbles' as it rotates, so that while it `sticks out'
106 * rightward, its rotation---a vertical line---`sticks out' downward.
107 * The containment box has to include the offset (2,0), making the overall
108 * containment box range from offset (-1,-1) to (+2,+1). (This is why
109 * there is only one row above, but two rows below, the display area.)
110 *
111 * The game works by choosing one of these shapes at random and putting
112 * its center at the middle of the first display row (row 1, column 5).
113 * The shape is moved steadily downward until it collides with something:
114 * either another shape, or the bottom of the board. When the shape can
115 * no longer be moved downwards, it is merged into the current board.
116 * At this time, any completely filled rows are elided, and blots above
117 * these rows move down to make more room. A new random shape is again
118 * introduced at the top of the board, and the whole process repeats.
119 * The game ends when the new shape will not fit at (1,5).
120 *
121 * While the shapes are falling, the user can rotate them counterclockwise
122 * 90 degrees (in addition to moving them left or right), provided that the
123 * rotation puts the blots in empty spaces. The table of shapes is set up
124 * so that each shape contains the index of the new shape obtained by
125 * rotating the current shape. Due to symmetry, each shape has exactly
126 * 1, 2, or 4 rotations total; the first 7 entries in the table represent
127 * the primary shapes, and the remaining 12 represent their various
128 * rotated forms.
129 */
130struct shape {
131 int rot; /* index of rotated version of this shape */
132 int rotc; /* -- " -- in classic version */
133 int off[3]; /* offsets to other blots if center is at (0,0) */
134};
135
136extern const struct shape shapes[];
137
138extern const struct shape *curshape;
139extern const struct shape *nextshape;
140
141/*
142 * Shapes fall at a rate faster than once per second.
143 *
144 * The initial rate is determined by dividing 1 million microseconds
145 * by the game `level'. (This is at most 1 million, or one second.)
146 * Each time the fall-rate is used, it is decreased a little bit,
147 * depending on its current value, via the `faster' macro below.
148 * The value eventually reaches a limit, and things stop going faster,
149 * but by then the game is utterly impossible.
150 */
151extern long fallrate; /* less than 1 million; smaller => faster */
152#define faster() (fallrate -= fallrate / 3000)
153
154/*
155 * Game level must be between 1 and 9. This controls the initial fall rate
156 * and affects scoring.
157 */
158#define MINLEVEL 1
159#define MAXLEVEL 9
160
161/*
162 * Scoring is as follows:
163 *
164 * When the shape comes to rest, and is integrated into the board,
165 * we score one point. If the shape is high up (at a low-numbered row),
166 * and the user hits the space bar, the shape plummets all the way down,
167 * and we score a point for each row it falls (plus one more as soon as
168 * we find that it is at rest and integrate it---until then, it can
169 * still be moved or rotated).
170 *
171 * If previewing has been turned on, the score is multiplied by PRE_PENALTY.
172 */
173#define PRE_PENALTY 0.75
174
175extern int score; /* the obvious thing */
176//extern gid_t gid, egid;
177
178extern char key_msg[100];
179extern int showpreview;
180extern int classic;
181
182int fits_in(const struct shape *, int);
183void place(const struct shape *, int, int);
184void stop(char *);
185
186/** @}
187 */
188
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