1 /* $NetBSD: tetris.h,v 1.16 2020/07/21 02:42:05 nia Exp $ */
4 * Copyright (c) 1992, 1993
5 * The Regents of the University of California. All rights reserved.
7 * This code is derived from software contributed to Berkeley by
8 * Chris Torek and Darren F. Provine.
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34 * @(#)tetris.h 8.1 (Berkeley) 5/31/93
37 #include <sys/types.h>
41 # define __dead __dead2
50 * Definitions for Tetris.
54 * The display (`board') is composed of 23 rows of 12 columns of characters
55 * (numbered 0..22 and 0..11), stored in a single array for convenience.
56 * Columns 1 to 10 of rows 1 to 20 are the actual playing area, where
57 * shapes appear. Columns 0 and 11 are always occupied, as are all
58 * columns of rows 21 and 22. Rows 0 and 22 exist as boundary areas
59 * so that regions `outside' the visible area can be examined without
60 * worrying about addressing problems.
66 #define B_SIZE (B_ROWS * B_COLS)
68 typedef unsigned char cell;
69 extern cell board[B_SIZE]; /* 1 => occupied, 0 => empty */
71 /* the displayed area (rows) */
75 /* the active area (rows) */
80 * Minimum display size.
85 extern int Rows, Cols; /* current screen size */
86 extern int Offset; /* vert. offset to center board */
89 * Translations from board coordinates to display coordinates.
90 * As with board coordinates, display coordiates are zero origin.
92 #define RTOD(x) ((x) - 1)
93 #define CTOD(x) ((x) * 2 + (((Cols - 2 * B_COLS) >> 1) - 1))
96 * A `shape' is the fundamental thing that makes up the game. There
97 * are 7 basic shapes, each consisting of four `blots':
100 * X.X X.X X.X.X X.X X.X.X X.X.X X.X.X.X
105 * Except for 3 and 6, the center of each shape is one of the blots.
106 * This blot is designated (0,0). The other three blots can then be
107 * described as offsets from the center. Shape 3 is the same under
108 * rotation, so its center is effectively irrelevant; it has been chosen
109 * so that it `sticks out' upward and leftward. Except for shape 6,
110 * all the blots are contained in a box going from (-1,-1) to (+1,+1);
111 * shape 6's center `wobbles' as it rotates, so that while it `sticks out'
112 * rightward, its rotation---a vertical line---`sticks out' downward.
113 * The containment box has to include the offset (2,0), making the overall
114 * containment box range from offset (-1,-1) to (+2,+1). (This is why
115 * there is only one row above, but two rows below, the display area.)
117 * The game works by choosing one of these shapes at random and putting
118 * its center at the middle of the first display row (row 1, column 5).
119 * The shape is moved steadily downward until it collides with something:
120 * either another shape, or the bottom of the board. When the shape can
121 * no longer be moved downwards, it is merged into the current board.
122 * At this time, any completely filled rows are elided, and blots above
123 * these rows move down to make more room. A new random shape is again
124 * introduced at the top of the board, and the whole process repeats.
125 * The game ends when the new shape will not fit at (1,5).
127 * While the shapes are falling, the user can rotate them counterclockwise
128 * 90 degrees (in addition to moving them left or right), provided that the
129 * rotation puts the blots in empty spaces. The table of shapes is set up
130 * so that each shape contains the index of the new shape obtained by
131 * rotating the current shape. Due to symmetry, each shape has exactly
132 * 1, 2, or 4 rotations total; the first 7 entries in the table represent
133 * the primary shapes, and the remaining 12 represent their various
138 int rot; /* index of rotated version of this shape */
139 int off[3]; /* offsets to other blots if center is at (0,0) */
142 extern const struct shape shapes[];
143 #define randshape() (&shapes[arc4random_uniform(7)])
145 extern const struct shape *nextshape;
148 * Shapes fall at a rate faster than once per second.
150 * The initial rate is determined by dividing 1 million microseconds
151 * by the game `level'. (This is at most 1 million, or one second.)
152 * Each time the fall-rate is used, it is decreased a little bit,
153 * depending on its current value, via the `faster' macro below.
154 * The value eventually reaches a limit, and things stop going faster,
155 * but by then the game is utterly impossible.
157 extern long fallrate; /* less than 1 million; smaller => faster */
158 extern int dofaster; /* if 1, accelerate shapes */
159 #define faster() (dofaster ? (fallrate -= fallrate / 3000) : fallrate)
162 * Game level must be between 1 and 9. This controls the initial fall rate
163 * and affects scoring.
169 * Scoring is as follows:
171 * When the shape comes to rest, and is integrated into the board,
172 * we score one point. If the shape is high up (at a low-numbered row),
173 * and the user hits the space bar, the shape plummets all the way down,
174 * and we score a point for each row it falls (plus one more as soon as
175 * we find that it is at rest and integrate it---until then, it can
176 * still be moved or rotated).
178 extern int score; /* the obvious thing */
179 extern gid_t gid, egid;
181 extern char key_msg[100];
182 extern int showpreview;
185 int fits_in(const struct shape *, int);
186 void place(const struct shape *, int, int);
187 void stop(const char *) __dead;