/* * Copyright (c) 2011 Martin Decky * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * * - Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * - 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. * - The name of the author may not be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``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 AUTHOR 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. */ /** Attributations * * tetris.h 8.1 (Berkeley) 5/31/93 * NetBSD: tetris.h,v 1.2 1995/04/22 07:42:48 cgd * OpenBSD: tetris.h,v 1.9 2003/06/03 03:01:41 millert * * Based upon BSD Tetris * * Copyright (c) 1992, 1993 * The Regents of the University of California. * Distributed under BSD license. * * This code is derived from software contributed to Berkeley by * Chris Torek and Darren F. Provine. * */ /** @addtogroup tetris * @{ */ /** @file */ #include <stdint.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 uint32_t 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 /* Current screen size */ extern int Rows; extern int Cols; /* * 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 rotc; /* -- " -- in classic version */ int off[3]; /* offsets to other blots if center is at (0,0) */ uint32_t color; }; extern const struct shape shapes[]; 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). * * If previewing has been turned on, the score is multiplied by PRE_PENALTY. */ #define PRE_PENALTY 0.75 extern int score; /* The obvious thing */ extern char key_msg[116]; extern int showpreview; extern int classic; extern int fits_in(const struct shape *, int); extern void place(const struct shape *, int, int); extern void stop(const char *); /** @} */