From 013ac7742311556022304e8b30ca170d48b3a016 Mon Sep 17 00:00:00 2001 From: "B. Watson" Date: Thu, 7 May 2015 16:32:32 -0400 Subject: initial commit --- tetris/tetris.h | 175 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 175 insertions(+) create mode 100644 tetris/tetris.h (limited to 'tetris/tetris.h') diff --git a/tetris/tetris.h b/tetris/tetris.h new file mode 100644 index 0000000..559ef76 --- /dev/null +++ b/tetris/tetris.h @@ -0,0 +1,175 @@ +/* $NetBSD: tetris.h,v 1.14 2014/07/13 16:23:55 pgoyette 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 + +/* + * 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 color; + 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 *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; +extern int nocolor; + +int fits_in(const struct shape *, int); +void place(const struct shape *, int, int); +void stop(const char *) __dead; -- cgit v1.2.3