scoutos / prex-0.9.0 / usr / sample / tetris / tetris.h @ 03e9c04a
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1 | 03e9c04a | Brad Neuman | /*-
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2 | * Copyright (c) 1992, 1993
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3 | * The Regents of the University of California. All rights reserved.
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4 | *
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5 | * This code is derived from software contributed to Berkeley by
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6 | * Chris Torek and Darren F. Provine.
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7 | *
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8 | * Redistribution and use in source and binary forms, with or without
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9 | * modification, are permitted provided that the following conditions
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10 | * are met:
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11 | * 1. Redistributions of source code must retain the above copyright
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12 | * notice, this list of conditions and the following disclaimer.
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13 | * 2. Redistributions in binary form must reproduce the above copyright
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14 | * notice, this list of conditions and the following disclaimer in the
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15 | * documentation and/or other materials provided with the distribution.
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16 | * 3. Neither the name of the University nor the names of its contributors
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17 | * may be used to endorse or promote products derived from this software
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18 | * without specific prior written permission.
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19 | *
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20 | * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
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21 | * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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22 | * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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23 | * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
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24 | * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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25 | * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
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26 | * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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27 | * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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28 | * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
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29 | * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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30 | * SUCH DAMAGE.
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31 | *
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32 | * @(#)tetris.h 8.1 (Berkeley) 5/31/93
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33 | */
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34 | |||
35 | /*
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36 | * Definitions for Tetris.
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37 | */
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38 | |||
39 | /*
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40 | * The display (`board') is composed of 23 rows of 12 columns of characters
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41 | * (numbered 0..22 and 0..11), stored in a single array for convenience.
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42 | * Columns 1 to 10 of rows 1 to 20 are the actual playing area, where
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43 | * shapes appear. Columns 0 and 11 are always occupied, as are all
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44 | * columns of rows 21 and 22. Rows 0 and 22 exist as boundary areas
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45 | * so that regions `outside' the visible area can be examined without
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46 | * worrying about addressing problems.
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47 | */
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48 | |||
49 | #if defined(__gba__)
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50 | /* the board */
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51 | #define B_COLS 12 |
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52 | #define B_ROWS 22 |
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53 | |||
54 | /* the displayed area (rows) */
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55 | #define D_FIRST 1 |
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56 | #define D_LAST 21 |
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57 | |||
58 | /* the active area (rows) */
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59 | #define A_FIRST 1 |
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60 | #define A_LAST 20 |
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61 | |||
62 | #else /* !__gba__ */ |
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63 | |||
64 | /* the board */
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65 | #define B_COLS 12 |
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66 | #define B_ROWS 23 |
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67 | |||
68 | /* the displayed area (rows) */
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69 | #define D_FIRST 1 |
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70 | #define D_LAST 22 |
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71 | |||
72 | /* the active area (rows) */
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73 | #define A_FIRST 1 |
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74 | #define A_LAST 21 |
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75 | #endif
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76 | |||
77 | |||
78 | |||
79 | #define B_SIZE (B_ROWS * B_COLS)
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80 | |||
81 | typedef unsigned char cell; |
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82 | extern cell board[B_SIZE]; /* 1 => occupied, 0 => empty */ |
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83 | |||
84 | extern int Rows, Cols; /* current screen size */ |
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85 | |||
86 | /*
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87 | * Translations from board coordinates to display coordinates.
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88 | * As with board coordinates, display coordiates are zero origin.
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89 | */
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90 | #define RTOD(x) ((x) - 1) |
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91 | #define CTOD(x) ((x) * 2 + (((Cols - 2 * B_COLS) >> 1) - 1 + 3)) |
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92 | |||
93 | /*
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94 | * A `shape' is the fundamental thing that makes up the game. There
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95 | * are 7 basic shapes, each consisting of four `blots':
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96 | *
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97 | * X.X X.X X.X
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98 | * X.X X.X X.X.X X.X X.X.X X.X.X X.X.X.X
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99 | * X X X
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100 | *
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101 | * 0 1 2 3 4 5 6
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102 | *
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103 | * Except for 3 and 6, the center of each shape is one of the blots.
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104 | * This blot is designated (0,0). The other three blots can then be
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105 | * described as offsets from the center. Shape 3 is the same under
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106 | * rotation, so its center is effectively irrelevant; it has been chosen
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107 | * so that it `sticks out' upward and leftward. Except for shape 6,
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108 | * all the blots are contained in a box going from (-1,-1) to (+1,+1);
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109 | * shape 6's center `wobbles' as it rotates, so that while it `sticks out'
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110 | * rightward, its rotation---a vertical line---`sticks out' downward.
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111 | * The containment box has to include the offset (2,0), making the overall
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112 | * containment box range from offset (-1,-1) to (+2,+1). (This is why
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113 | * there is only one row above, but two rows below, the display area.)
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114 | *
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115 | * The game works by choosing one of these shapes at random and putting
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116 | * its center at the middle of the first display row (row 1, column 5).
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117 | * The shape is moved steadily downward until it collides with something:
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118 | * either another shape, or the bottom of the board. When the shape can
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119 | * no longer be moved downwards, it is merged into the current board.
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120 | * At this time, any completely filled rows are elided, and blots above
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121 | * these rows move down to make more room. A new random shape is again
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122 | * introduced at the top of the board, and the whole process repeats.
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123 | * The game ends when the new shape will not fit at (1,5).
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124 | *
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125 | * While the shapes are falling, the user can rotate them counterclockwise
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126 | * 90 degrees (in addition to moving them left or right), provided that the
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127 | * rotation puts the blots in empty spaces. The table of shapes is set up
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128 | * so that each shape contains the index of the new shape obtained by
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129 | * rotating the current shape. Due to symmetry, each shape has exactly
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130 | * 1, 2, or 4 rotations total; the first 7 entries in the table represent
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131 | * the primary shapes, and the remaining 12 represent their various
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132 | * rotated forms.
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133 | */
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134 | struct shape {
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135 | int rot; /* index of rotated version of this shape */ |
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136 | int off[3]; /* offsets to other blots if center is at (0,0) */ |
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137 | }; |
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138 | |||
139 | extern const struct shape shapes[]; |
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140 | #define randshape() (&shapes[random() % 7]) |
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141 | |||
142 | /*
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143 | * Shapes fall at a rate faster than once per second.
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144 | *
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145 | * The initial rate is determined by dividing 1 million microseconds
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146 | * by the game `level'. (This is at most 1 million, or one second.)
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147 | * Each time the fall-rate is used, it is decreased a little bit,
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148 | * depending on its current value, via the `faster' macro below.
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149 | * The value eventually reaches a limit, and things stop going faster,
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150 | * but by then the game is utterly impossible.
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151 | */
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152 | extern long fallrate; /* less than 1 million; smaller => faster */ |
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153 | #define faster() (fallrate -= fallrate / 3000) |
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154 | |||
155 | /*
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156 | * Game level must be between 1 and 9. This controls the initial fall rate
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157 | * and affects scoring.
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158 | */
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159 | #define MINLEVEL 1 |
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160 | #define MAXLEVEL 9 |
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161 | |||
162 | /*
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163 | * Scoring is as follows:
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164 | *
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165 | * When the shape comes to rest, and is integrated into the board,
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166 | * we score one point. If the shape is high up (at a low-numbered row),
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167 | * and the user hits the space bar, the shape plummets all the way down,
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168 | * and we score a point for each row it falls (plus one more as soon as
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169 | * we find that it is at rest and integrate it---until then, it can
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170 | * still be moved or rotated).
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171 | */
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172 | extern int score; /* the obvious thing */ |
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173 | extern char key_msg[100]; |
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174 | |||
175 | int fits_in(const struct shape *, int); |
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176 | void place(const struct shape *, int, cell); |
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177 | void stop(char *); |