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root/usr/sample/tetris/tetris.h/* [<][>][^][v][top][bottom][index][help] */INCLUDED FROM1 /*- 2 * Copyright (c) 1992, 1993 3 * The Regents of the University of California. All rights reserved. 4 * 5 * This code is derived from software contributed to Berkeley by 6 * Chris Torek and Darren F. Provine. 7 * 8 * Redistribution and use in source and binary forms, with or without 9 * modification, are permitted provided that the following conditions 10 * are met: 11 * 1. Redistributions of source code must retain the above copyright 12 * notice, this list of conditions and the following disclaimer. 13 * 2. Redistributions in binary form must reproduce the above copyright 14 * notice, this list of conditions and the following disclaimer in the 15 * documentation and/or other materials provided with the distribution. 16 * 3. Neither the name of the University nor the names of its contributors 17 * may be used to endorse or promote products derived from this software 18 * without specific prior written permission. 19 * 20 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND 21 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 22 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 23 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE 24 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL 25 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS 26 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 27 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT 28 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY 29 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF 30 * SUCH DAMAGE. 31 * 32 * @(#)tetris.h 8.1 (Berkeley) 5/31/93 33 */ 34 35 /* 36 * Definitions for Tetris. 37 */ 38 39 /* 40 * The display (`board') is composed of 23 rows of 12 columns of characters 41 * (numbered 0..22 and 0..11), stored in a single array for convenience. 42 * Columns 1 to 10 of rows 1 to 20 are the actual playing area, where 43 * shapes appear. Columns 0 and 11 are always occupied, as are all 44 * columns of rows 21 and 22. Rows 0 and 22 exist as boundary areas 45 * so that regions `outside' the visible area can be examined without 46 * worrying about addressing problems. 47 */ 48 49 #if defined(__gba__) 50 /* the board */ 51 #define B_COLS 12 52 #define B_ROWS 22 53 54 /* the displayed area (rows) */ 55 #define D_FIRST 1 56 #define D_LAST 21 57 58 /* the active area (rows) */ 59 #define A_FIRST 1 60 #define A_LAST 20 61 62 #else /* !__gba__ */ 63 64 /* the board */ 65 #define B_COLS 12 66 #define B_ROWS 23 67 68 /* the displayed area (rows) */ 69 #define D_FIRST 1 70 #define D_LAST 22 71 72 /* the active area (rows) */ 73 #define A_FIRST 1 74 #define A_LAST 21 75 #endif 76 77 78 79 #define B_SIZE (B_ROWS * B_COLS) 80 81 typedef unsigned char cell; 82 extern cell board[B_SIZE]; /* 1 => occupied, 0 => empty */ 83 84 extern int Rows, Cols; /* current screen size */ 85 86 /* 87 * Translations from board coordinates to display coordinates. 88 * As with board coordinates, display coordiates are zero origin. 89 */ 90 #define RTOD(x) ((x) - 1) 91 #define CTOD(x) ((x) * 2 + (((Cols - 2 * B_COLS) >> 1) - 1 + 3)) 92 93 /* 94 * A `shape' is the fundamental thing that makes up the game. There 95 * are 7 basic shapes, each consisting of four `blots': 96 * 97 * X.X X.X X.X 98 * X.X X.X X.X.X X.X X.X.X X.X.X X.X.X.X 99 * X X X 100 * 101 * 0 1 2 3 4 5 6 102 * 103 * Except for 3 and 6, the center of each shape is one of the blots. 104 * This blot is designated (0,0). The other three blots can then be 105 * described as offsets from the center. Shape 3 is the same under 106 * rotation, so its center is effectively irrelevant; it has been chosen 107 * so that it `sticks out' upward and leftward. Except for shape 6, 108 * all the blots are contained in a box going from (-1,-1) to (+1,+1); 109 * shape 6's center `wobbles' as it rotates, so that while it `sticks out' 110 * rightward, its rotation---a vertical line---`sticks out' downward. 111 * The containment box has to include the offset (2,0), making the overall 112 * containment box range from offset (-1,-1) to (+2,+1). (This is why 113 * there is only one row above, but two rows below, the display area.) 114 * 115 * The game works by choosing one of these shapes at random and putting 116 * its center at the middle of the first display row (row 1, column 5). 117 * The shape is moved steadily downward until it collides with something: 118 * either another shape, or the bottom of the board. When the shape can 119 * no longer be moved downwards, it is merged into the current board. 120 * At this time, any completely filled rows are elided, and blots above 121 * these rows move down to make more room. A new random shape is again 122 * introduced at the top of the board, and the whole process repeats. 123 * The game ends when the new shape will not fit at (1,5). 124 * 125 * While the shapes are falling, the user can rotate them counterclockwise 126 * 90 degrees (in addition to moving them left or right), provided that the 127 * rotation puts the blots in empty spaces. The table of shapes is set up 128 * so that each shape contains the index of the new shape obtained by 129 * rotating the current shape. Due to symmetry, each shape has exactly 130 * 1, 2, or 4 rotations total; the first 7 entries in the table represent 131 * the primary shapes, and the remaining 12 represent their various 132 * rotated forms. 133 */ 134 struct shape { 135 int rot; /* index of rotated version of this shape */ 136 int off[3]; /* offsets to other blots if center is at (0,0) */ 137 }; 138 139 extern const struct shape shapes[]; 140 #define randshape() (&shapes[random() % 7]) 141 142 /* 143 * Shapes fall at a rate faster than once per second. 144 * 145 * The initial rate is determined by dividing 1 million microseconds 146 * by the game `level'. (This is at most 1 million, or one second.) 147 * Each time the fall-rate is used, it is decreased a little bit, 148 * depending on its current value, via the `faster' macro below. 149 * The value eventually reaches a limit, and things stop going faster, 150 * but by then the game is utterly impossible. 151 */ 152 extern long fallrate; /* less than 1 million; smaller => faster */ 153 #define faster() (fallrate -= fallrate / 3000) 154 155 /* 156 * Game level must be between 1 and 9. This controls the initial fall rate 157 * and affects scoring. 158 */ 159 #define MINLEVEL 1 160 #define MAXLEVEL 9 161 162 /* 163 * Scoring is as follows: 164 * 165 * When the shape comes to rest, and is integrated into the board, 166 * we score one point. If the shape is high up (at a low-numbered row), 167 * and the user hits the space bar, the shape plummets all the way down, 168 * and we score a point for each row it falls (plus one more as soon as 169 * we find that it is at rest and integrate it---until then, it can 170 * still be moved or rotated). 171 */ 172 extern int score; /* the obvious thing */ 173 extern char key_msg[100]; 174 175 int fits_in(const struct shape *, int); 176 void place(const struct shape *, int, cell); 177 void stop(char *); /* [<][>][^][v][top][bottom][index][help] */ | |||
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