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1 /* $NetBSD: tetris.h,v 1.16 2020/07/21 02:42:05 nia Exp $ */
3 /*-
4 * Copyright (c) 1992, 1993
5 * The Regents of the University of California. All rights reserved.
6 *
7 * This code is derived from software contributed to Berkeley by
8 * Chris Torek and Darren F. Provine.
9 *
10 * Redistribution and use in source and binary forms, with or without
11 * modification, are permitted provided that the following conditions
12 * are met:
13 * 1. Redistributions of source code must retain the above copyright
14 * notice, this list of conditions and the following disclaimer.
15 * 2. Redistributions in binary form must reproduce the above copyright
16 * notice, this list of conditions and the following disclaimer in the
17 * documentation and/or other materials provided with the distribution.
18 * 3. Neither the name of the University nor the names of its contributors
19 * may be used to endorse or promote products derived from this software
20 * without specific prior written permission.
21 *
22 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
23 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
24 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
25 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
26 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
27 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
28 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
29 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
30 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
31 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
32 * SUCH DAMAGE.
33 *
34 * @(#)tetris.h 8.1 (Berkeley) 5/31/93
35 */
37 #include <sys/types.h>
39 /*
40 * Definitions for Tetris.
41 */
43 /*
44 * The display (`board') is composed of 23 rows of 12 columns of characters
45 * (numbered 0..22 and 0..11), stored in a single array for convenience.
46 * Columns 1 to 10 of rows 1 to 20 are the actual playing area, where
47 * shapes appear. Columns 0 and 11 are always occupied, as are all
48 * columns of rows 21 and 22. Rows 0 and 22 exist as boundary areas
49 * so that regions `outside' the visible area can be examined without
50 * worrying about addressing problems.
51 */
53 /* the board */
54 #define B_COLS 12
55 #define B_ROWS 23
56 #define B_SIZE (B_ROWS * B_COLS)
58 typedef unsigned char cell;
59 extern cell board[B_SIZE]; /* 1 => occupied, 0 => empty */
61 /* the displayed area (rows) */
62 #define D_FIRST 1
63 #define D_LAST 22
65 /* the active area (rows) */
66 #define A_FIRST 1
67 #define A_LAST 21
69 /*
70 * Minimum display size.
71 */
72 #define MINROWS 23
73 #define MINCOLS 40
75 extern int Rows, Cols; /* current screen size */
76 extern int Offset; /* vert. offset to center board */
78 /*
79 * Translations from board coordinates to display coordinates.
80 * As with board coordinates, display coordiates are zero origin.
81 */
82 #define RTOD(x) ((x) - 1)
83 #define CTOD(x) ((x) * 2 + (((Cols - 2 * B_COLS) >> 1) - 1))
85 /*
86 * A `shape' is the fundamental thing that makes up the game. There
87 * are 7 basic shapes, each consisting of four `blots':
88 *
89 * X.X X.X X.X
90 * X.X X.X X.X.X X.X X.X.X X.X.X X.X.X.X
91 * X X X
92 *
93 * 0 1 2 3 4 5 6
94 *
95 * Except for 3 and 6, the center of each shape is one of the blots.
96 * This blot is designated (0,0). The other three blots can then be
97 * described as offsets from the center. Shape 3 is the same under
98 * rotation, so its center is effectively irrelevant; it has been chosen
99 * so that it `sticks out' upward and leftward. Except for shape 6,
100 * all the blots are contained in a box going from (-1,-1) to (+1,+1);
101 * shape 6's center `wobbles' as it rotates, so that while it `sticks out'
102 * rightward, its rotation---a vertical line---`sticks out' downward.
103 * The containment box has to include the offset (2,0), making the overall
104 * containment box range from offset (-1,-1) to (+2,+1). (This is why
105 * there is only one row above, but two rows below, the display area.)
107 * The game works by choosing one of these shapes at random and putting
108 * its center at the middle of the first display row (row 1, column 5).
109 * The shape is moved steadily downward until it collides with something:
110 * either another shape, or the bottom of the board. When the shape can
111 * no longer be moved downwards, it is merged into the current board.
112 * At this time, any completely filled rows are elided, and blots above
113 * these rows move down to make more room. A new random shape is again
114 * introduced at the top of the board, and the whole process repeats.
115 * The game ends when the new shape will not fit at (1,5).
117 * While the shapes are falling, the user can rotate them counterclockwise
118 * 90 degrees (in addition to moving them left or right), provided that the
119 * rotation puts the blots in empty spaces. The table of shapes is set up
120 * so that each shape contains the index of the new shape obtained by
121 * rotating the current shape. Due to symmetry, each shape has exactly
122 * 1, 2, or 4 rotations total; the first 7 entries in the table represent
123 * the primary shapes, and the remaining 12 represent their various
124 * rotated forms.
125 */
126 struct shape {
127 int color;
128 int rot; /* index of rotated version of this shape */
129 int off[3]; /* offsets to other blots if center is at (0,0) */
130 };
132 extern const struct shape shapes[];
133 #define randshape() (&shapes[arc4random_uniform(7)])
135 extern const struct shape *nextshape;
137 /*
138 * Shapes fall at a rate faster than once per second.
140 * The initial rate is determined by dividing 1 million microseconds
141 * by the game `level'. (This is at most 1 million, or one second.)
142 * Each time the fall-rate is used, it is decreased a little bit,
143 * depending on its current value, via the `faster' macro below.
144 * The value eventually reaches a limit, and things stop going faster,
145 * but by then the game is utterly impossible.
146 */
147 extern long fallrate; /* less than 1 million; smaller => faster */
148 extern int dofaster; /* if 1, accelerate shapes */
149 #define faster() (dofaster ? (fallrate -= fallrate / 3000) : fallrate)
151 /*
152 * Game level must be between 1 and 9. This controls the initial fall rate
153 * and affects scoring.
154 */
155 #define MINLEVEL 1
156 #define MAXLEVEL 9
158 /*
159 * Scoring is as follows:
161 * When the shape comes to rest, and is integrated into the board,
162 * we score one point. If the shape is high up (at a low-numbered row),
163 * and the user hits the space bar, the shape plummets all the way down,
164 * and we score a point for each row it falls (plus one more as soon as
165 * we find that it is at rest and integrate it---until then, it can
166 * still be moved or rotated).
167 */
168 extern int score; /* the obvious thing */
169 extern gid_t gid, egid;
171 extern char key_msg[100];
172 extern int showpreview;
173 extern int nocolor;
175 int fits_in(const struct shape *, int);
176 void place(const struct shape *, int, int);
177 void stop(const char *) __dead;