scoutos / prex-0.9.0 / usr / sample / tetris / tetris.h @ 03e9c04a
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/*-
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* Copyright (c) 1992, 1993
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* The Regents of the University of California. All rights reserved.
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*
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* This code is derived from software contributed to Berkeley by
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* Chris Torek and Darren F. Provine.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* 3. Neither the name of the University nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
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* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
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* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
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* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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* SUCH DAMAGE.
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*
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* @(#)tetris.h 8.1 (Berkeley) 5/31/93
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*/
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/*
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* Definitions for Tetris.
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*/
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/*
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* The display (`board') is composed of 23 rows of 12 columns of characters
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* (numbered 0..22 and 0..11), stored in a single array for convenience.
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* Columns 1 to 10 of rows 1 to 20 are the actual playing area, where
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* shapes appear. Columns 0 and 11 are always occupied, as are all
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* columns of rows 21 and 22. Rows 0 and 22 exist as boundary areas
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* so that regions `outside' the visible area can be examined without
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* worrying about addressing problems.
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*/
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#if defined(__gba__)
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/* the board */
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#define B_COLS 12 |
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#define B_ROWS 22 |
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/* the displayed area (rows) */
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#define D_FIRST 1 |
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#define D_LAST 21 |
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/* the active area (rows) */
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#define A_FIRST 1 |
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#define A_LAST 20 |
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#else /* !__gba__ */ |
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/* the board */
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#define B_COLS 12 |
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#define B_ROWS 23 |
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/* the displayed area (rows) */
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#define D_FIRST 1 |
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#define D_LAST 22 |
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/* the active area (rows) */
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#define A_FIRST 1 |
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#define A_LAST 21 |
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#endif
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#define B_SIZE (B_ROWS * B_COLS)
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typedef unsigned char cell; |
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extern cell board[B_SIZE]; /* 1 => occupied, 0 => empty */ |
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extern int Rows, Cols; /* current screen size */ |
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/*
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* Translations from board coordinates to display coordinates.
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* As with board coordinates, display coordiates are zero origin.
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*/
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#define RTOD(x) ((x) - 1) |
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#define CTOD(x) ((x) * 2 + (((Cols - 2 * B_COLS) >> 1) - 1 + 3)) |
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/*
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* A `shape' is the fundamental thing that makes up the game. There
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* are 7 basic shapes, each consisting of four `blots':
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*
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* X.X X.X X.X
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* X.X X.X X.X.X X.X X.X.X X.X.X X.X.X.X
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* X X X
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*
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* 0 1 2 3 4 5 6
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*
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* Except for 3 and 6, the center of each shape is one of the blots.
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* This blot is designated (0,0). The other three blots can then be
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* described as offsets from the center. Shape 3 is the same under
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* rotation, so its center is effectively irrelevant; it has been chosen
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* so that it `sticks out' upward and leftward. Except for shape 6,
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* all the blots are contained in a box going from (-1,-1) to (+1,+1);
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* shape 6's center `wobbles' as it rotates, so that while it `sticks out'
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* rightward, its rotation---a vertical line---`sticks out' downward.
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* The containment box has to include the offset (2,0), making the overall
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* containment box range from offset (-1,-1) to (+2,+1). (This is why
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* there is only one row above, but two rows below, the display area.)
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*
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* The game works by choosing one of these shapes at random and putting
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* its center at the middle of the first display row (row 1, column 5).
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* The shape is moved steadily downward until it collides with something:
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* either another shape, or the bottom of the board. When the shape can
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* no longer be moved downwards, it is merged into the current board.
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* At this time, any completely filled rows are elided, and blots above
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* these rows move down to make more room. A new random shape is again
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* introduced at the top of the board, and the whole process repeats.
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* The game ends when the new shape will not fit at (1,5).
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*
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* While the shapes are falling, the user can rotate them counterclockwise
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* 90 degrees (in addition to moving them left or right), provided that the
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* rotation puts the blots in empty spaces. The table of shapes is set up
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* so that each shape contains the index of the new shape obtained by
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* rotating the current shape. Due to symmetry, each shape has exactly
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* 1, 2, or 4 rotations total; the first 7 entries in the table represent
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* the primary shapes, and the remaining 12 represent their various
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* rotated forms.
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*/
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struct shape {
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int rot; /* index of rotated version of this shape */ |
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int off[3]; /* offsets to other blots if center is at (0,0) */ |
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}; |
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extern const struct shape shapes[]; |
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#define randshape() (&shapes[random() % 7]) |
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/*
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* Shapes fall at a rate faster than once per second.
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*
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* The initial rate is determined by dividing 1 million microseconds
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* by the game `level'. (This is at most 1 million, or one second.)
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* Each time the fall-rate is used, it is decreased a little bit,
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* depending on its current value, via the `faster' macro below.
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* The value eventually reaches a limit, and things stop going faster,
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* but by then the game is utterly impossible.
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*/
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extern long fallrate; /* less than 1 million; smaller => faster */ |
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#define faster() (fallrate -= fallrate / 3000) |
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/*
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* Game level must be between 1 and 9. This controls the initial fall rate
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* and affects scoring.
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*/
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#define MINLEVEL 1 |
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#define MAXLEVEL 9 |
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/*
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* Scoring is as follows:
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*
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* When the shape comes to rest, and is integrated into the board,
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* we score one point. If the shape is high up (at a low-numbered row),
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* and the user hits the space bar, the shape plummets all the way down,
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* and we score a point for each row it falls (plus one more as soon as
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* we find that it is at rest and integrate it---until then, it can
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* still be moved or rotated).
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*/
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extern int score; /* the obvious thing */ |
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extern char key_msg[100]; |
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int fits_in(const struct shape *, int); |
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void place(const struct shape *, int, cell); |
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void stop(char *); |