NetBSD/games/tetris/tetris.h
agc e5aeb4ea46 Move UCB-licensed code from 4-clause to 3-clause licence.
Patches provided by Joel Baker in PR 22269, verified by myself.
2003-08-07 09:36:50 +00:00

175 lines
6.7 KiB
C

/* $NetBSD: tetris.h,v 1.9 2003/08/07 09:37:49 agc Exp $ */
/*-
* Copyright (c) 1992, 1993
* The Regents of the University of California. All rights reserved.
*
* This code is derived from software contributed to Berkeley by
* Chris Torek and Darren F. Provine.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* 3. Neither the name of the University nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
* SUCH DAMAGE.
*
* @(#)tetris.h 8.1 (Berkeley) 5/31/93
*/
#include <sys/types.h>
/*
* Definitions for Tetris.
*/
/*
* The display (`board') is composed of 23 rows of 12 columns of characters
* (numbered 0..22 and 0..11), stored in a single array for convenience.
* Columns 1 to 10 of rows 1 to 20 are the actual playing area, where
* shapes appear. Columns 0 and 11 are always occupied, as are all
* columns of rows 21 and 22. Rows 0 and 22 exist as boundary areas
* so that regions `outside' the visible area can be examined without
* worrying about addressing problems.
*/
/* the board */
#define B_COLS 12
#define B_ROWS 23
#define B_SIZE (B_ROWS * B_COLS)
typedef unsigned char cell;
extern cell board[B_SIZE]; /* 1 => occupied, 0 => empty */
/* the displayed area (rows) */
#define D_FIRST 1
#define D_LAST 22
/* the active area (rows) */
#define A_FIRST 1
#define A_LAST 21
/*
* Minimum display size.
*/
#define MINROWS 23
#define MINCOLS 40
extern int Rows, Cols; /* current screen size */
/*
* Translations from board coordinates to display coordinates.
* As with board coordinates, display coordiates are zero origin.
*/
#define RTOD(x) ((x) - 1)
#define CTOD(x) ((x) * 2 + (((Cols - 2 * B_COLS) >> 1) - 1))
/*
* A `shape' is the fundamental thing that makes up the game. There
* are 7 basic shapes, each consisting of four `blots':
*
* X.X X.X X.X
* X.X X.X X.X.X X.X X.X.X X.X.X X.X.X.X
* X X X
*
* 0 1 2 3 4 5 6
*
* Except for 3 and 6, the center of each shape is one of the blots.
* This blot is designated (0,0). The other three blots can then be
* described as offsets from the center. Shape 3 is the same under
* rotation, so its center is effectively irrelevant; it has been chosen
* so that it `sticks out' upward and leftward. Except for shape 6,
* all the blots are contained in a box going from (-1,-1) to (+1,+1);
* shape 6's center `wobbles' as it rotates, so that while it `sticks out'
* rightward, its rotation---a vertical line---`sticks out' downward.
* The containment box has to include the offset (2,0), making the overall
* containment box range from offset (-1,-1) to (+2,+1). (This is why
* there is only one row above, but two rows below, the display area.)
*
* The game works by choosing one of these shapes at random and putting
* its center at the middle of the first display row (row 1, column 5).
* The shape is moved steadily downward until it collides with something:
* either another shape, or the bottom of the board. When the shape can
* no longer be moved downwards, it is merged into the current board.
* At this time, any completely filled rows are elided, and blots above
* these rows move down to make more room. A new random shape is again
* introduced at the top of the board, and the whole process repeats.
* The game ends when the new shape will not fit at (1,5).
*
* While the shapes are falling, the user can rotate them counterclockwise
* 90 degrees (in addition to moving them left or right), provided that the
* rotation puts the blots in empty spaces. The table of shapes is set up
* so that each shape contains the index of the new shape obtained by
* rotating the current shape. Due to symmetry, each shape has exactly
* 1, 2, or 4 rotations total; the first 7 entries in the table represent
* the primary shapes, and the remaining 12 represent their various
* rotated forms.
*/
struct shape {
int rot; /* index of rotated version of this shape */
int off[3]; /* offsets to other blots if center is at (0,0) */
};
extern const struct shape shapes[];
#define randshape() (&shapes[random() % 7])
extern const struct shape *curshape;
extern const struct shape *nextshape;
/*
* Shapes fall at a rate faster than once per second.
*
* The initial rate is determined by dividing 1 million microseconds
* by the game `level'. (This is at most 1 million, or one second.)
* Each time the fall-rate is used, it is decreased a little bit,
* depending on its current value, via the `faster' macro below.
* The value eventually reaches a limit, and things stop going faster,
* but by then the game is utterly impossible.
*/
extern long fallrate; /* less than 1 million; smaller => faster */
#define faster() (fallrate -= fallrate / 3000)
/*
* Game level must be between 1 and 9. This controls the initial fall rate
* and affects scoring.
*/
#define MINLEVEL 1
#define MAXLEVEL 9
/*
* Scoring is as follows:
*
* When the shape comes to rest, and is integrated into the board,
* we score one point. If the shape is high up (at a low-numbered row),
* and the user hits the space bar, the shape plummets all the way down,
* and we score a point for each row it falls (plus one more as soon as
* we find that it is at rest and integrate it---until then, it can
* still be moved or rotated).
*/
extern int score; /* the obvious thing */
extern gid_t gid, egid;
extern char key_msg[100];
extern int showpreview;
int fits_in __P((const struct shape *, int));
void place __P((const struct shape *, int, int));
void stop __P((const char *)) __attribute__((__noreturn__));