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- /* $NetBSD: tetris.h,v 1.10 2004/01/27 20:30:30 jsm 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(const struct shape *, int);
- void place(const struct shape *, int, int);
- void stop(const char *) __attribute__((__noreturn__));
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