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📄 tetris.h

📁 早期freebsd实现
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/*- * 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 *//* * 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	40int	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 */char	key_msg[100];int	fits_in __P((struct shape *, int));void	place __P((struct shape *, int, int));void	stop __P((char *));

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