mirror of
https://github.com/vattam/BSDGames.git
synced 2025-12-20 19:04:49 +00:00
Initial revision
git-svn-id: file:///srv/svn/joey/bsdgames-trunk@5086 a4a2c43b-8ac3-0310-8836-e0e880c912e2
This commit is contained in:
174
tetris/tetris.h
Normal file
174
tetris/tetris.h
Normal file
@@ -0,0 +1,174 @@
|
||||
/* $NetBSD: tetris.h,v 1.3 1998/09/13 15:27:30 hubertf 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. All advertising materials mentioning features or use of this software
|
||||
* must display the following acknowledgement:
|
||||
* This product includes software developed by the University of
|
||||
* California, Berkeley and its contributors.
|
||||
* 4. 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;
|
||||
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
|
||||
|
||||
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 struct shape shapes[];
|
||||
#define randshape() (&shapes[random() % 7])
|
||||
|
||||
/*
|
||||
* 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.
|
||||
*/
|
||||
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).
|
||||
*/
|
||||
int score; /* the obvious thing */
|
||||
gid_t gid, egid;
|
||||
|
||||
char key_msg[100];
|
||||
|
||||
int fits_in __P((struct shape *, int));
|
||||
void place __P((struct shape *, int, int));
|
||||
void stop __P((char *)) __attribute__((__noreturn__));
|
||||
Reference in New Issue
Block a user